1
0
KF2-Dev-Scripts/Engine/Classes/NxRadialForceField.uc

69 lines
1.9 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class NxRadialForceField extends NxForceField
native(ForceField)
placeable;
/** Used to preview the radius of the force. */
var DrawSphereComponent RenderComponent;
/** Strength of the force applied by this actor. Positive forces are applied outwards. */
var() interp float ForceStrength;
/** Radius of influence of the force. */
var() interp float ForceRadius;
/** Way in which the force falls off as objects are further away from the location. */
var() PrimitiveComponent.ERadialImpulseFalloff ForceFalloff;
/** linear force field kernel */
var const native transient pointer LinearKernel{class UserForceFieldLinearKernel};
cpptext
{
virtual void InitRBPhys();
virtual void TermRBPhys(FRBPhysScene* Scene);
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual void TickSpecial(FLOAT DeltaSeconds);
#if WITH_EDITOR
virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
#endif
virtual void DefineForceFunction(FPointer ForceFieldDesc);
virtual FPointer DefineForceFieldShapeDesc();
}
defaultproperties
{
Begin Object Class=DrawSphereComponent Name=DrawSphere0
SphereColor=(R=64,G=70,B=255,A=255)
SphereRadius=200.0
End Object
RenderComponent=DrawSphere0
Components.Add(DrawSphere0)
Begin Object Class=SpriteComponent Name=Sprite
Sprite=Texture2D'EditorResources.S_RadForce'
HiddenGame=True
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
SpriteCategoryName="Physics"
End Object
Components.Add(Sprite)
TickGroup=TG_PreAsyncWork
ForceStrength=10.0
ForceRadius=200.0
ForceFalloff=RIF_Constant
RemoteRole=ROLE_SimulatedProxy
bNoDelete=true
bAlwaysRelevant=true
NetUpdateFrequency=0.1
bOnlyDirtyReplication=true
}