85 lines
2.8 KiB
Ucode
85 lines
2.8 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ParticleModuleSubUVMovie extends ParticleModuleSubUV
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native(Particle)
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editinlinenew
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hidecategories(Object)
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hidecategories(SubUV);
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/**
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* If TRUE, use the emitter time to look up the frame rate.
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* If FALSE (default), use the particle relative time.
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*/
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var(Flipbook) bool bUseEmitterTime;
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/**
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* The frame rate the SubUV images should be 'flipped' thru at.
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*/
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var(Flipbook) rawdistributionfloat FrameRate;
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/**
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* The starting image index for the SubUV (1 = the first frame).
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* Assumes order of Left->Right, Top->Bottom
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* If greater than the last frame, it will clamp to the last one.
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* If 0, then randomly selects a starting frame.
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*/
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var(Flipbook) int StartingFrame;
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cpptext
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{
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virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
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/**
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* Returns the number of bytes that the module requires in the particle payload block.
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*
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* @param Owner The FParticleEmitterInstance that 'owns' the particle.
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*
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* @return UINT The number of bytes the module needs per particle.
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*/
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virtual UINT RequiredBytes(FParticleEmitterInstance* Owner = NULL);
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/**
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* Determine the current image index to use...
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*
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* @param Owner The emitter instance being updated.
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* @param Offset The offset to the particle payload for this module.
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* @param Particle The particle that the image index is being determined for.
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* @param eMethod The EParticleSubUVInterpMethod method used to update the subUV.
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* @param SubUVPayload The FFullSubUVPayload for this particle.
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* @param ImageIndex [out] The image index to use for the particle.
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* @param Interp [out] The current interpolation value (for blending 2 sub-images).
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* @param DeltaTime The time slice for this update.
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*
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* @return UBOOL TRUE if successful, FALSE if not.
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*/
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virtual UBOOL DetermineImageIndex(FParticleEmitterInstance* Owner, INT Offset, FBaseParticle* Particle,
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EParticleSubUVInterpMethod eMethod, FFullSubUVPayload& SubUVPayload,
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INT& ImageIndex, FLOAT& Interp, FLOAT DeltaTime);
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/**
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* Called when the module is created, this function allows for setting values that make
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* sense for the type of emitter they are being used in.
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*
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* @param Owner The UParticleEmitter that the module is being added to.
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*/
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virtual void SetToSensibleDefaults(UParticleEmitter* Owner);
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/** Fill an array with each Object property that fulfills the FCurveEdInterface interface. */
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virtual void GetCurveObjects(TArray<FParticleCurvePair>& OutCurves);
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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=DistributionFrameRate
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Constant=30.0
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End Object
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FrameRate=(Distribution=DistributionFrameRate)
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StartingFrame=1
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}
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