70 lines
2.0 KiB
Ucode
70 lines
2.0 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ParticleModuleEventReceiverSpawn extends ParticleModuleEventReceiverBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/** The number of particles to spawn. */
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var(Spawn) rawdistributionfloat SpawnCount;
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/**
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* For Death-based event receiving, if this is TRUE, it indicates that the
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* ParticleTime of the event should be used to look-up the SpawnCount.
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* Otherwise (and in all other events received), use the emitter time of
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* the event.
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*/
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var(Spawn) bool bUseParticleTime;
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/**
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* If TRUE, use the location of the particle system component for spawning.
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* if FALSE (default), use the location of the particle event.
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*/
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var(Location) bool bUsePSysLocation;
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/**
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* If TRUE, use the velocity of the dying particle as the start velocity of
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* the spawned particle.
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*/
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var(Velocity) bool bInheritVelocity;
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/**
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* If bInheritVelocity is TRUE, scale the velocity with this.
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*/
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var(Velocity) rawdistributionvector InheritVelocityScale;
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cpptext
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{
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// UObject functionality
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// Event Receiver functionality
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/**
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* Process the event...
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*
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* @param Owner The FParticleEmitterInstance this module is contained in.
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* @param InEvent The FParticleEventData that occurred.
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* @param DeltaTime The time slice of this frame.
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*
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* @return UBOOL TRUE if the event was processed; FALSE if not.
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*/
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virtual UBOOL ProcessParticleEvent(FParticleEmitterInstance* Owner, FParticleEventData& InEvent, FLOAT DeltaTime);
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}
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defaultproperties
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{
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bSpawnModule=true
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bUpdateModule=true
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Begin Object Class=DistributionFloatConstant Name=RequiredDistributionSpawnCount
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Constant=0.0
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End Object
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SpawnCount=(Distribution=RequiredDistributionSpawnCount)
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Begin Object Class=DistributionVectorConstant Name=RequiredDistributionInheritVelocityScale
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Constant=(X=1.0,Y=1.0,Z=1.0)
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End Object
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InheritVelocityScale=(Distribution=RequiredDistributionInheritVelocityScale)
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}
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