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KF2-Dev-Scripts/Engine/Classes/ParticleModuleColor.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ParticleModuleColor extends ParticleModuleColorBase
native(Particle)
editinlinenew
hidecategories(Object);
/** Initial color for a particle as a function of Emitter time. */
var(Color) rawdistributionvector StartColor;
/** Initial alpha for a particle as a function of Emitter time. */
var(Color) rawdistributionfloat StartAlpha;
/** If TRUE, the alpha value will be clamped to the [0..1] range. */
var(Color) bool bClampAlpha;
cpptext
{
virtual void PostLoad();
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual void AddModuleCurvesToEditor(UInterpCurveEdSetup* EdSetup);
virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
/**
* Extended version of spawn, allows for using a random stream for distribution value retrieval
*
* @param Owner The particle emitter instance that is spawning
* @param Offset The offset to the modules payload data
* @param SpawnTime The time of the spawn
* @param InRandomStream The random stream to use for retrieving random values
*/
void SpawnEx(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime, class FRandomStream* InRandomStream);
/**
* Called when the module is created, this function allows for setting values that make
* sense for the type of emitter they are being used in.
*
* @param Owner The UParticleEmitter that the module is being added to.
*/
virtual void SetToSensibleDefaults(UParticleEmitter* Owner);
}
defaultproperties
{
bSpawnModule=true
bUpdateModule=false
bCurvesAsColor=true
bClampAlpha=true
Begin Object Class=DistributionVectorConstant Name=DistributionStartColor
End Object
StartColor=(Distribution=DistributionStartColor)
Begin Object Class=DistributionFloatConstant Name=DistributionStartAlpha
Constant=1.0f;
End Object
StartAlpha=(Distribution=DistributionStartAlpha)
}