56 lines
1.8 KiB
Ucode
56 lines
1.8 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 ParticleModuleLifetime extends ParticleModuleLifetimeBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/** The lifetime of the particle, in seconds. Retrieved using the EmitterTime at the spawn of the particle. */
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var(Lifetime) rawdistributionfloat Lifetime;
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cpptext
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{
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virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
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/**
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* Extended version of spawn, allows for using a random stream for distribution value retrieval
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*
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* @param Owner The particle emitter instance that is spawning
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* @param Offset The offset to the modules payload data
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* @param SpawnTime The time of the spawn
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* @param InRandomStream The random stream to use for retrieving random values
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*/
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void SpawnEx(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime, class FRandomStream* InRandomStream);
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/**
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* Called when the module is created, this function allows for setting values that make
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* sense for the type of emitter they are being used in.
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*
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* @param Owner The UParticleEmitter that the module is being added to.
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*/
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virtual void SetToSensibleDefaults(UParticleEmitter* Owner);
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virtual FLOAT GetMaxLifetime();
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/**
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* Call to retrieve the lifetime value at the given time.
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*
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* @param Owner The emitter instance that owns this module
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* @param InTime The time input for retrieving the lifetime value
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* @param Data The data associated with the distribution
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*
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* @return FLOAT The Lifetime value
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*/
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virtual FLOAT GetLifetimeValue(FParticleEmitterInstance* Owner, FLOAT InTime, UObject* Data = NULL);
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}
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defaultproperties
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{
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bSpawnModule=true
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Begin Object Class=DistributionFloatUniform Name=DistributionLifetime
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End Object
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Lifetime=(Distribution=DistributionLifetime)
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}
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