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

54 lines
1.5 KiB
Ucode

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