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KF2-Dev-Scripts/KFGame/Classes/KFExplosionLightComponent.uc
2020-12-13 18:01:13 +03:00

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1.6 KiB
Ucode

//=============================================================================
// 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)
}