103 lines
3.4 KiB
Ucode
103 lines
3.4 KiB
Ucode
/**
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* ParticleModuleBeamTarget
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*
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* This module implements a single target for a beam emitter.
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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 ParticleModuleBeamTarget extends ParticleModuleBeamBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/** The method flag. */
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var(Target) Beam2SourceTargetMethod TargetMethod;
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/** The target point sources of each beam, when using the end point method. */
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var(Target) name TargetName;
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`if(`__TW_BEAM_SOCKETS_)
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/** Specific socket name to attach to if using Actor method */
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var(Target) name TargetSocketName;
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`endif
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/** Default target-point information to use if the beam method is endpoint. */
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var(Target) rawdistributionvector Target;
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/** Whether to treat the as an absolute position in world space. */
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var(Target) bool bTargetAbsolute;
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/** Whether to lock the Target to the life of the particle. */
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var(Target) bool bLockTarget;
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/** The method to use for the Target tangent. */
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var(Target) Beam2SourceTargetTangentMethod TargetTangentMethod;
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/** The tangent for the Target point for each beam. */
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var(Target) rawdistributionvector TargetTangent;
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/** Whether to lock the Target to the life of the particle. */
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var(Target) bool bLockTargetTangent;
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/** The strength of the tangent from the Target point for each beam. */
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var(Target) rawdistributionfloat TargetStrength;
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/** Whether to lock the Target to the life of the particle. */
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var(Target) bool bLockTargetStength;
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/** Default target-point information to use if the beam method is endpoint. */
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var(Target) float LockRadius;
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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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virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime);
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual void AutoPopulateInstanceProperties(UParticleSystemComponent* PSysComp);
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void GetDataPointers(FParticleEmitterInstance* Owner, const BYTE* ParticleBase,
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INT& CurrentOffset,
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FBeamParticleSourceTargetPayloadData*& ParticleSource);
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UBOOL ResolveTargetData(FParticleBeam2EmitterInstance* BeamInst,
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FBeam2TypeDataPayload* BeamData, const BYTE* ParticleBase,
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INT& CurrentOffset, INT ParticleIndex, UBOOL bSpawning,
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FBeamParticleModifierPayloadData* ModifierData);
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/**
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* Retrieve the ParticleSysParams associated with this module.
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*
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* @param ParticleSysParamList The list of FParticleSysParams to add to
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*/
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virtual void GetParticleSysParamsUtilized(TArray<FString>& ParticleSysParamList);
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}
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defaultproperties
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{
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TargetMethod=PEB2STM_Default
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TargetName="None"
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bTargetAbsolute=false
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Begin Object Class=DistributionVectorConstant Name=DistributionTarget
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Constant=(X=50,Y=50,Z=50)
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End Object
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Target=(Distribution=DistributionTarget)
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TargetTangentMethod=PEB2STTM_Direct
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Begin Object Class=DistributionVectorConstant Name=DistributionTargetTangent
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Constant=(X=1,Y=0,Z=0)
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End Object
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TargetTangent=(Distribution=DistributionTargetTangent)
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Begin Object Class=DistributionFloatConstant Name=DistributionTargetStrength
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Constant=25.0
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End Object
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TargetStrength=(Distribution=DistributionTargetStrength)
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LockRadius=10.0
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}
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