41 lines
1.2 KiB
Ucode
41 lines
1.2 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class PBRuleNodeQuad extends PBRuleNodeBase
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native(ProcBuilding)
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collapsecategories
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hidecategories(Object);
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/** Material to apply to created quad. */
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var() MaterialInterface Material;
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/** How large each repeat of the texture is allowed to be along X. */
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var() float RepeatMaxSizeX;
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/** How large each repeat of the texture is allowed to be along Z. */
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var() float RepeatMaxSizeZ;
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/** Resolution of lightmap on this quad */
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var() int QuadLightmapRes;
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/** Amount to offset this quad along Y */
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var() float YOffset;
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/** If TRUE, UV range will just be 0-1, and not repeating based on RepeatMaxSize */
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var() bool bDisableMaterialRepeat;
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cpptext
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{
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// PBRuleNodeBase interface
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virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent);
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// Editor
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virtual FString GetRuleNodeTitle();
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virtual FColor GetRuleNodeTitleColor();
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}
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defaultproperties
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{
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NextRules.Empty // leaf node
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RepeatMaxSizeX=512.0
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RepeatMaxSizeZ=512.0
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QuadLightmapRes=32
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} |