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

61 lines
2.2 KiB
Ucode

//=============================================================================
// ParticleModuleLocationPrimitiveBase
// Base class for setting particle spawn locations based on primitives.
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class ParticleModuleLocationPrimitiveBase extends ParticleModuleLocationBase
native(Particle)
editinlinenew
hidecategories(Object);
/** If TRUE, the positive X axis is valid for spawning. */
var(Location) bool Positive_X;
/** If TRUE, the positive Y axis is valid for spawning. */
var(Location) bool Positive_Y;
/** If TRUE, the positive Z axis is valid for spawning. */
var(Location) bool Positive_Z;
/** If TRUE, the negative X axis is valid for spawning. */
var(Location) bool Negative_X;
/** If TRUE, the negative Y axis is valid for spawning. */
var(Location) bool Negative_Y;
/** If TRUE, the negative Zaxis is valid for spawning. */
var(Location) bool Negative_Z;
/** If TRUE, particles will only spawn on the surface of the primitive. */
var(Location) bool SurfaceOnly;
/** If TRUE, the particle should get its velocity from the position within the primitive. */
var(Location) bool Velocity;
/** The scale applied to the velocity. (Only used if 'Velocity' is checked). */
var(Location) rawdistributionfloat VelocityScale;
/** The location of the bounding primitive relative to the position of the emitter. */
var(Location) rawdistributionvector StartLocation;
cpptext
{
virtual void DetermineUnitDirection(FParticleEmitterInstance* Owner, FVector& vUnitDir, class FRandomStream* InRandomStream);
}
defaultproperties
{
bSpawnModule=true
Positive_X=true
Positive_Y=true
Positive_Z=true
Negative_X=true
Negative_Y=true
Negative_Z=true
SurfaceOnly=false
Velocity=false
Begin Object Class=DistributionFloatConstant Name=DistributionVelocityScale
Constant=1
End Object
VelocityScale=(Distribution=DistributionVelocityScale)
Begin Object Class=DistributionVectorConstant Name=DistributionStartLocation
Constant=(X=0,Y=0,Z=0)
End Object
StartLocation=(Distribution=DistributionStartLocation)
}