53 lines
1.4 KiB
Ucode
53 lines
1.4 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class HeightFogComponent extends ActorComponent
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native
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collapsecategories
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hidecategories(Object)
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editinlinenew;
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/** True if the fog is enabled. */
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var() const bool bEnabled;
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/** z-height for the fog plane - updated by the owning actor */
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var const float Height;
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/** affects the scale for the fog layer's thickness */
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var() const interp float Density;
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/** affects the inscattering color */
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var() const interp float LightBrightness;
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/** Fog color to blend with the scene */
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var() const interp color LightColor;
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/** The distance at which light passing through the fog is 100% extinguished. */
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var() const interp float ExtinctionDistance;
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/** distance at which fog starts affecting the scene */
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var() const interp float StartDistance;
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cpptext
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{
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protected:
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// ActorComponent interface.
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virtual void SetParentToWorld(const FMatrix& ParentToWorld);
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virtual void Attach();
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virtual void UpdateTransform();
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virtual void Detach( UBOOL bWillReattach = FALSE );
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public:
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}
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/**
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* Changes the enabled state of the height fog component.
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* @param bSetEnabled - The new value for bEnabled.
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*/
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final native function SetEnabled(bool bSetEnabled);
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defaultproperties
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{
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TickGroup=TG_DuringAsyncWork
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bEnabled=TRUE
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Density=0.00005
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LightBrightness=0.1
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LightColor=(R=255,G=255,B=255)
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ExtinctionDistance=100000000
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StartDistance=0
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}
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