54 lines
1.5 KiB
Ucode
54 lines
1.5 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class NxForceFieldRadialComponent extends NxForceFieldComponent
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native(ForceField);
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/** Render the size of force field */
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//var() DrawSphereComponent RenderComponentSphere;
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// var() editinline ForceFieldShape Shape;
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/** Strength of the force applied by this actor. Positive forces are applied outwards. */
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var() interp float ForceStrength;
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/** Radius of influence of the force. */
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var() interp float ForceRadius;
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/** */
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var() interp float SelfRotationStrength;
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/** Way in which the force falls off as objects are further away from the location. */
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var() PrimitiveComponent.ERadialImpulseFalloff ForceFalloff;
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/** custom force field kernel */
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var const native transient pointer Kernel{class NxForceFieldKernelRadial};
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cpptext
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{
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virtual void TermComponentRBPhys (FRBPhysScene *InScene);
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virtual void DefineForceFunction(FPointer ForceFieldDesc);
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virtual FPointer DefineForceFieldShapeDesc();
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virtual void CreateKernel();
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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#if WITH_EDITOR
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virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
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#endif
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}
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defaultproperties
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{
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Begin Object Class=ForceFieldShapeSphere Name=Shape0
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End Object
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Shape = Shape0
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ForceRadius=200.0
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ForceStrength=200.0
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SelfRotationStrength=200.0
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}
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