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

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2020-12-13 15:01:13 +00:00
/**
* This is an actor which can be used to change its material based on whether Extreme Content is on or not
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SkeletalMeshActorBasedOnExtremeContent extends SkeletalMeshActor
native(Anim)
placeable;
/** This is set so the LD can map specific MaterialIndex on the target to some material **/
struct native SkelMaterialSetterDatum
{
var() int MaterialIndex;
var() MaterialInterface TheMaterial;
};
/** The material to use for ExtremeContent (e.g. blood and gore!) **/
var() array<SkelMaterialSetterDatum> ExtremeContent;
/** The material to use for NonExtremeContent (e.g. blackness everywhere there used to be blood and gore) **/
var() array<SkelMaterialSetterDatum> NonExtremeContent;
simulated event PostBeginPlay()
{
Super.PostBeginPlay();
SetMaterialBasedOnExtremeContent();
}
/** This will set the material of this Actor based on the ExtremeContent setting. **/
simulated function SetMaterialBasedOnExtremeContent()
{
local int Idx;
if( WorldInfo.GRI.ShouldShowGore() )
{
for( Idx = 0; Idx < ExtremeContent.Length; ++Idx )
{
//`log( "SKA ExtremeContent" @ ExtremeContent[Idx].MaterialIndex @ ExtremeContent[Idx].TheMaterial );
SkeletalMeshComponent.SetMaterial( ExtremeContent[Idx].MaterialIndex, ExtremeContent[Idx].TheMaterial );
}
}
else
{
for( Idx = 0; Idx < NonExtremeContent.Length; ++Idx )
{
//`log( "SKA NonExtremeContent" @ NonExtremeContent[Idx].MaterialIndex @ NonExtremeContent[Idx].TheMaterial );
SkeletalMeshComponent.SetMaterial( NonExtremeContent[Idx].MaterialIndex, NonExtremeContent[Idx].TheMaterial );
}
}
}
DefaultProperties
{
}