//============================================================================= // KFExplosionLightComponent //============================================================================= // Light that changes its radius, brightness, and color over its lifespan based on user specified points. //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // Based on UDKExplosionLight Copyright 1998-2012 Epic Games, Inc. // - Andrew "Strago" Ladenberger //============================================================================= class KFExplosionLightComponent extends PointLightComponent native(Effect); var() const KFExplosionLight Template; /** used to initialize light properties from TimeShift on spawn so you don't have to update initial values in two places */ var bool bInitialized; /** Lifetime - how long this explosion has been going */ var transient float Lifetime; /** Index into TimeShift array */ var transient int TimeShiftIndex; /** Set Template (Similar to ParticleSystemComponents) */ native final function SetTemplate(KFExplosionLight NewTemplate); /** Reset light timeline position to start */ native final function ResetLight(); /** called when the light has burnt out */ delegate OnLightFinished(KFExplosionLightComponent Light); cpptext { virtual void Attach(); virtual void Tick(FLOAT DeltaTime); } defaultproperties { Brightness=8 Radius=256 CastShadows=false bCastPerObjectShadows=false LightColor=(R=255,G=255,B=255,A=255) LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) }