39 lines
1.2 KiB
Ucode
39 lines
1.2 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class PBRuleNodeAlternate extends PBRuleNodeBase
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native(ProcBuilding)
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collapsecategories
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hidecategories(Object)
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dependson(ProcBuildingRuleset);
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/** Axis that repeating should be done along */
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var() EProcBuildingAxis RepeatAxis;
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/** Fixed size of A parts (usually columnes) */
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var() float ASize;
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/** Maximum size of stretchable part between As, before inserting another A and B */
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var() float BMaxSize;
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/** If TRUE, pattern will be BABAB instead of ABABA */
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var() bool bInvertPatternOrder;
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/** If TRUE, A and B will be the same size. BMaxSize controls this size, and defines how many meshes will be inserted. */
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var() bool bEqualSizeAB;
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cpptext
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{
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// PBRuleNodeBase interface
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virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent);
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// Editor
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virtual FString GetRuleNodeTitle();
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}
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defaultproperties
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{
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ASize=512.0
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BMaxSize=0.0
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NextRules[0]=(LinkName="A")
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NextRules[1]=(LinkName="B")
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} |