/** * 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 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) }