65 lines
2.3 KiB
Ucode
65 lines
2.3 KiB
Ucode
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//=============================================================================
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// KFImpactEffectInfo
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//=============================================================================
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// Class that stores the content references for impact effects
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Andrew "Strago" Ladenberger
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//=============================================================================
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class KFImpactEffectInfo extends Object
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dependson(KFPhysicalMaterialProperty)
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hidecategories(Object)
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editinlinenew;
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/** struct for list to map material types supported by an actor to impact sounds and effects */
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struct immutablewhencooked MaterialImpactEffect
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{
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var() EMaterialTypes MaterialType;
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/** Sound to play for this impact **/
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var() AkBaseSoundObject Sound;
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/** AKEvent to play when stopping this sound, used for looping sound impacts like fire **/
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var() AkBaseSoundObject StopSoundEvent;
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var() ParticleSystem ParticleTemplate;
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var() array<MaterialInterface> DecalMaterials;
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/** MaterialInstance param name for dissolving the decal **/
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var() name DecalDissolveParamName;
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/** How long the decal should last before fading out **/
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var() float DecalDuration;
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/** Uniform scale between MIN/MAX, rather than Width and Height */
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var() float DecalMinSize<ClampMin=8.0 | ClampMax=256.0>;
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var() float DecalMaxSize<ClampMin=8.0 | ClampMax=256.0>;
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/** Don't randomely rotate this decal */
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var() bool bNoDecalRotation;
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StructDefaultProperties
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{
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DecalDuration=24.0
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DecalDissolveParamName="DissolveAmount"
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DecalMinSize=16.0
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DecalMaxSize=16.0
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}
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};
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/** impact effects by material type */
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var() array<MaterialImpactEffect> ImpactEffects;
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/** default impact effect to use if a material specific one isn't found */
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var() MaterialImpactEffect DefaultImpactEffect;
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/** sound that is played when the bullets go whizzing past your head */
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var() AkEvent BulletWhipSnd;
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/** If true, make splash effect for local player when hit water */
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var() bool bMakeSplash;
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var() ParticleSystem SplashEffectTemplate<EditCondition=bMakeSplash>;
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/** List of particles that play for any impact material type */
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var() array<ParticleSystem> GlobalImpactEffectEffects;
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defaultproperties
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{
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}
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