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

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2020-12-13 15:01:13 +00:00
/**
* Base class for Camera Lens Effects. Needed so we can have AnimNotifies be able to show camera effects
* in a nice drop down
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class EmitterCameraLensEffectBase extends Emitter
abstract
dependson(Emitter)
native(Particle);
/** Particle System to use */
var protected ParticleSystem PS_CameraEffect;
/** The effect to use for non extreme content */
var protected ParticleSystem PS_CameraEffectNonExtremeContent;
/** In order to get the particle effect looking correct we need to have a base FOV which we just to move the particle closer/further from the camera **/
var float BaseFOV;
/**
* How far in front of the camera this emitter should live, assuming an FOV of 80 degrees.
* Note that the actual distance will be automatically adjusted to account for the actual FOV.
*/
var() protected const float DistFromCamera;
/** TRUE if multiple instances of this emitter can exist simultaneously, FALSE otherwise. */
var() protectedwrite const bool bAllowMultipleInstances;
/**
* If an emitter class in this array is currently playing, do not play this effect.
* Useful for preventing multiple similar or expensive camera effects from playing simultaneously.
*/
var array<class<EmitterCameraLensEffectBase> > EmittersToTreatAsSame;
/** Camera this emitter is attached to, will be notified when emitter is destroyed */
var protected transient Camera BaseCamera;
function Destroyed()
{
if (BaseCamera != None)
{
BaseCamera.RemoveCameraLensEffect(self);
}
super.Destroyed();
}
/** Tell the emitter what camera it is attached to. */
function RegisterCamera(Camera C)
{
BaseCamera = C;
}
/** Called when this emitter is re-triggered, for bAllowMultipleInstances=FALSE emitters. */
function NotifyRetriggered();
simulated function PostBeginPlay()
{
ParticleSystemComponent.SetDepthPriorityGroup(SDPG_Foreground);
Super.PostBeginPlay();
ActivateLensEffect();
}
/** This will actually activate the lens Effect. We want this separated from PostBeginPlay so we can cache these emitters **/
simulated function ActivateLensEffect()
{
local ParticleSystem PSToActuallySpawn;
// only play the camera effect on clients
if( WorldInfo.NetMode != NM_DedicatedServer )
{
if( WorldInfo.GRI.ShouldShowGore() )
{
PSToActuallySpawn = PS_CameraEffect;
}
else
{
PSToActuallySpawn = PS_CameraEffectNonExtremeContent;
}
if( PSToActuallySpawn != None )
{
SetTemplate( PS_CameraEffect, bDestroyOnSystemFinish );
}
}
}
/** Given updated camera information, adjust this effect to display appropriately. */
simulated native function UpdateLocation(const out vector CamLoc, const out rotator CamRot, float CamFOVDeg);
DefaultProperties
{
DistFromCamera=90
LifeSpan=10.0f
BaseFOV=80.0f
// makes sure I tick after the camera
TickGroup=TG_PostAsyncWork
bDestroyOnSystemFinish=TRUE
bNetInitialRotation=TRUE
bNoDelete=FALSE
Begin Object Name=ParticleSystemComponent0
bOnlyOwnerSee=TRUE
SecondsBeforeInactive=0.0
End Object
Components.Remove(ArrowComponent0)
Components.Remove(Sprite)
}