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

150 lines
5.9 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ParticleModuleEventGenerator extends ParticleModuleEventBase
native(Particle)
editinlinenew
hidecategories(Object);
/**
*/
struct native ParticleEvent_GenerateInfo
{
/** The type of event. */
var() EParticleEventType Type;
/** How often to trigger the event (<= 1 means EVERY time). */
var() int Frequency;
/** Frequency range? (-1 indicates no - else [LowFreq..Frequency]. */
var() int LowFreq;
/** How often to trigger the event per particle (<= 1 means EVERY time) (collision only). */
var() int ParticleFrequency;
/** Only fire the first time (collision only). */
var() bool FirstTimeOnly;
/** Only fire the last time (collision only). */
var() bool LastTimeOnly;
/** Use the impact vector not the hit normal (collision only). */
var() bool UseReflectedImpactVector;
/** Should the event tag with a custom name? Leave blank for the default. */
var() name CustomName;
/** The events we want to fire off when this event has been generated */
var() editinline array< ParticleModuleEventSendToGame > ParticleModuleEventsToSendToGame;
structdefaultproperties
{
LowFreq=-1
}
};
/**
*/
var(Events) export noclear array<ParticleEvent_GenerateInfo> Events;
cpptext
{
/**
* Called on a particle that is freshly spawned by the emitter.
*
* @param Owner The FParticleEmitterInstance that spawned the particle.
* @param Offset The modules offset into the data payload of the particle.
* @param SpawnTime The time of the spawn.
*/
virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
/**
* Called on a particle that is being updated by its emitter.
*
* @param Owner The FParticleEmitterInstance that 'owns' the particle.
* @param Offset The modules offset into the data payload of the particle.
* @param DeltaTime The time since the last update.
*/
virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime);
/**
* Returns the number of bytes that the module requires in the particle payload block.
*
* @param Owner The FParticleEmitterInstance that 'owns' the particle.
*
* @return UINT The number of bytes the module needs per particle.
*/
virtual UINT RequiredBytes(FParticleEmitterInstance* Owner = NULL);
/**
* Returns the number of bytes the module requires in the emitters 'per-instance' data block.
*
* @param Owner The FParticleEmitterInstance that 'owns' the particle.
*
* @return UINT The number fo bytes the module needs per emitter instance.
*/
virtual UINT RequiredBytesPerInstance(FParticleEmitterInstance* Owner = NULL);
/**
* Allows the module to prep its 'per-instance' data block.
*
* @param Owner The FParticleEmitterInstance that 'owns' the particle.
* @param InstData Pointer to the data block for this module.
*/
virtual UINT PrepPerInstanceBlock(FParticleEmitterInstance* Owner, void* InstData);
/**
* Called when the properties change in the property window.
*
* @param PropertyThatChanged The property that was edited...
*/
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
/**
* Called when a particle is spawned and an event payload is present.
*
* @param Owner Pointer to the owning FParticleEmitterInstance.
* @param EventPayload Pointer to the event instance payload data.
* @param NewParticle Pointer to the particle that was spawned.
*
* @return UBOOL TRUE if processed, FALSE if not.
*/
virtual UBOOL HandleParticleSpawned(FParticleEmitterInstance* Owner, FParticleEventInstancePayload* EventPayload, FBaseParticle* NewParticle);
/**
* Called when a particle is killed and an event payload is present.
*
* @param Owner Pointer to the owning FParticleEmitterInstance.
* @param EventPayload Pointer to the event instance payload data.
* @param DeadParticle Pointer to the particle that is being killed.
*
* @return UBOOL TRUE if processed, FALSE if not.
*/
virtual UBOOL HandleParticleKilled(FParticleEmitterInstance* Owner, FParticleEventInstancePayload* EventPayload, FBaseParticle* DeadParticle);
/**
* Called when a particle collides and an event payload is present.
*
* @param Owner Pointer to the owning FParticleEmitterInstance.
* @param EventPayload Pointer to the event instance payload data.
* @param CollidePayload Pointer to the collision payload data.
* @param Hit The CheckResult for the collision.
* @param CollideParticle Pointer to the particle that has collided.
* @param CollideDirection The direction the particle was traveling when the collision occurred.
*
* @return UBOOL TRUE if processed, FALSE if not.
*/
virtual UBOOL HandleParticleCollision(FParticleEmitterInstance* Owner, FParticleEventInstancePayload* EventPayload,
FParticleCollisionPayload* CollidePayload, FCheckResult* Hit, FBaseParticle* CollideParticle, FVector& CollideDirection);
/**
* Called when a particle collides with a world attractor and an event payload is present.
*
* @param Owner Pointer to the owning FParticleEmitterInstance.
* @param EventPayload Pointer to the event instance payload data.
* @param CollidePayload Pointer to the collision payload data.
* @param Hit The CheckResult for the collision.
* @param CollideParticle Pointer to the particle that has collided.
* @param CollideDirection The direction the particle was traveling when the collision occurred.
*
* @return UBOOL TRUE if processed, FALSE if not.
*/
virtual UBOOL HandleParticleAttractorCollision(FParticleEmitterInstance* Owner, FParticleEventInstancePayload* EventPayload,
FParticleCollisionPayload* CollidePayload, FCheckResult* Hit, FBaseParticle* CollideParticle, FVector& CollideDirection);
}
defaultproperties
{
bSpawnModule=true
bUpdateModule=true
}