50 lines
1.5 KiB
Ucode
50 lines
1.5 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 PBRuleNodeWindowWall extends PBRuleNodeBase
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native(ProcBuilding)
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collapsecategories
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hidecategories(Object);
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/** How large each repeat of the texture is allowed to be along X. */
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var() float CellMaxSizeX;
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/** How large each repeat of the texture is allowed to be along Z. */
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var() float CellMaxSizeZ;
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/** X dimension of window within cell */
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var() float WindowSizeX;
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/** Z dimension of window within cell */
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var() float WindowSizeZ;
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/** X location of window within cell - 0 means left, 1 means right, 0.5 is middle */
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var() float WindowPosX;
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/** Z location of window within cell - 0 means left, 1 means right, 0.5 is middle */
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var() float WindowPosZ;
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/** If TRUE, window is scaled down as cell is */
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var() bool bScaleWindowWithCell;
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/** Amount to offset mesh along Y */
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var() float YOffset;
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/** Material to apply to created quad. */
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var() MaterialInterface Material;
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cpptext
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{
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// PBRuleNodeBase interface
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virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent);
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// Editor
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virtual FString GetRuleNodeTitle();
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virtual FColor GetRuleNodeTitleColor();
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}
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defaultproperties
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{
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CellMaxSizeX=512.0
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CellMaxSizeZ=512.0
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WindowSizeX=128.0
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WindowSizeZ=232.0
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WindowPosX=0.5
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WindowPosZ=0.5
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}
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