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KF2-Dev-Scripts/UDKBase/classes/UDKExplosionLight.uc

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2020-12-13 15:01:13 +00:00
/**
* Light that changes its radius, brightness, and color over its lifespan based on user specified points.
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKExplosionLight extends PointLightComponent
native;
/** set false after frame rate dependent properties have been tweaked. */
var bool bCheckFrameRate;
/** used to initialize light properties from TimeShift on spawn so you don't have to update initial values in two places */
var bool bInitialized;
/** HighDetailFrameTime - if frame time is less than this (means high frame rate), force super high detail. */
var float HighDetailFrameTime;
/** Lifetime - how long this explosion has been going */
var float Lifetime;
/** Index into TimeShift array */
var int TimeShiftIndex;
struct native LightValues
{
var float StartTime;
var float Radius;
var float Brightness;
var color LightColor;
};
/** Specifies brightness, radius, and color of light at various points in its lifespan */
var() array<LightValues> TimeShift;
/**
* Reset light timeline position to start
*/
final native function ResetLight();
/** called when the light has burnt out */
delegate OnLightFinished(UDKExplosionLight Light);
cpptext
{
virtual void Attach();
virtual void Tick(FLOAT DeltaTime);
}
defaultproperties
{
HighDetailFrameTime=+0.015
bCheckFrameRate=true
Brightness=8
Radius=256
CastShadows=false
LightColor=(R=255,G=255,B=255,A=255)
}