/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleOrientationAxisLock extends ParticleModuleOrientationBase native(Particle) editinlinenew hidecategories(Object); // Flags indicating lock enum EParticleAxisLock { /** No locking to an axis... */ EPAL_NONE, /** Lock the sprite facing towards the positive X-axis */ EPAL_X, /** Lock the sprite facing towards the positive Y-axis */ EPAL_Y, /** Lock the sprite facing towards the positive Z-axis */ EPAL_Z, /** Lock the sprite facing towards the negative X-axis */ EPAL_NEGATIVE_X, /** Lock the sprite facing towards the negative Y-axis */ EPAL_NEGATIVE_Y, /** Lock the sprite facing towards the negative Z-axis */ EPAL_NEGATIVE_Z, /** Lock the sprite rotation on the X-axis */ EPAL_ROTATE_X, /** Lock the sprite rotation on the Y-axis */ EPAL_ROTATE_Y, /** Lock the sprite rotation on the Z-axis */ EPAL_ROTATE_Z }; /** The lock axis flag setting. * Can be one of the following: * EPAL_NONE No locking to an axis. * EPAL_X Lock the sprite facing towards +X. * EPAL_Y Lock the sprite facing towards +Y. * EPAL_Z Lock the sprite facing towards +Z. * EPAL_NEGATIVE_X Lock the sprite facing towards -X. * EPAL_NEGATIVE_Y Lock the sprite facing towards -Y. * EPAL_NEGATIVE_Z Lock the sprite facing towards -Z. * EPAL_ROTATE_X Lock the sprite rotation on the X-axis. * EPAL_ROTATE_Y Lock the sprite rotation on the Y-axis. * EPAL_ROTATE_Z Lock the sprite rotation on the Z-axis. */ var(Orientation) EParticleAxisLock LockAxisFlags; cpptext { virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime); virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); virtual void SetLockAxis(EParticleAxisLock eLockFlags); } defaultproperties { bSpawnModule=true bUpdateModule=true }