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

50 lines
1.5 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class PBRuleNodeWindowWall extends PBRuleNodeBase
native(ProcBuilding)
collapsecategories
hidecategories(Object);
/** How large each repeat of the texture is allowed to be along X. */
var() float CellMaxSizeX;
/** How large each repeat of the texture is allowed to be along Z. */
var() float CellMaxSizeZ;
/** X dimension of window within cell */
var() float WindowSizeX;
/** Z dimension of window within cell */
var() float WindowSizeZ;
/** X location of window within cell - 0 means left, 1 means right, 0.5 is middle */
var() float WindowPosX;
/** Z location of window within cell - 0 means left, 1 means right, 0.5 is middle */
var() float WindowPosZ;
/** If TRUE, window is scaled down as cell is */
var() bool bScaleWindowWithCell;
/** Amount to offset mesh along Y */
var() float YOffset;
/** Material to apply to created quad. */
var() MaterialInterface Material;
cpptext
{
// PBRuleNodeBase interface
virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent);
// Editor
virtual FString GetRuleNodeTitle();
virtual FColor GetRuleNodeTitleColor();
}
defaultproperties
{
CellMaxSizeX=512.0
CellMaxSizeZ=512.0
WindowSizeX=128.0
WindowSizeZ=232.0
WindowPosX=0.5
WindowPosZ=0.5
}