83 lines
2.1 KiB
Ucode
83 lines
2.1 KiB
Ucode
/**
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* This is the PhysicalMaterialPropertyBase which the PhysicalMaterial has.
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* Individual games should derive their own MyGamPhysicalMaterialProperty.
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*
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* Then inside that object you can either have a bunch of properties or have it
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* point to your game specific objects.
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*
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* (e.g. You have have impact sounds and impact effects for all of the weapons
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* in your game. So you have an .uc object which contains the data needed per
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* material type and then you have your MyGamePhysicalMaterialProperty point to
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* that. )
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*
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* class MyGamePhysicalMaterialProperty extends PhysicalMaterialPropertyBase
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* editinlinenew;
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*
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* var() editinline MyGameSpecificImpactEffects ImpactEffects;
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* var() editinline MyGameSpecificImpactSounds ImpactSounds;
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class PhysicalMaterialPropertyBase extends Object
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native(Physics)
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collapsecategories
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hidecategories(Object)
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editinlinenew
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abstract;
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`if(`__TW_)
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// This is game specific, but adding it here allows us to access it from engine (see PhysXParticleImpactInfo).
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// It also means we can remove casts to KFPhysicalMaterialProperty. Keeping KFPhysicsMaterialProperty
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// around so that our content does not need updated and because this class is marked abstract
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/** Type of material this is (dirt, gravel, brick, etc) used for looking up material specific effects */
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var() enum EMaterialTypes
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{
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EMT_None,
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EMT_Rock,
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EMT_Dirt,
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EMT_Dust,
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EMT_Mud,
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EMT_Poop,
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EMT_Grass,
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EMT_Plant,
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EMT_Water,
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EMT_WaterShallow,
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EMT_Ice,
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EMT_Snow,
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EMT_Metal,
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EMT_MetalHollow,
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EMT_MetalArmor,
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EMT_Wood,
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EMT_WoodHollow,
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EMT_BrickRed,
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EMT_BrickWhite,
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EMT_Plaster,
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EMT_Glass,
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EMT_GlassBroken,
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EMT_Gravel,
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EMT_Concrete,
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EMT_ConcreteWet,
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EMT_Paper,
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EMT_Cloth,
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EMT_Rubber,
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EMT_Asphalt,
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EMT_Flesh,
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EMT_PlasticBag,
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EMT_Sand,
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EMT_Lava,
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EMT_Custom0,
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EMT_Custom1,
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EMT_Custom2,
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EMT_Custom3,
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EMT_Custom4,
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} MaterialType;
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`endif
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defaultproperties
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{
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}
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