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

70 lines
2.0 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ParticleModuleEventReceiverSpawn extends ParticleModuleEventReceiverBase
native(Particle)
editinlinenew
hidecategories(Object);
/** The number of particles to spawn. */
var(Spawn) rawdistributionfloat SpawnCount;
/**
* For Death-based event receiving, if this is TRUE, it indicates that the
* ParticleTime of the event should be used to look-up the SpawnCount.
* Otherwise (and in all other events received), use the emitter time of
* the event.
*/
var(Spawn) bool bUseParticleTime;
/**
* If TRUE, use the location of the particle system component for spawning.
* if FALSE (default), use the location of the particle event.
*/
var(Location) bool bUsePSysLocation;
/**
* If TRUE, use the velocity of the dying particle as the start velocity of
* the spawned particle.
*/
var(Velocity) bool bInheritVelocity;
/**
* If bInheritVelocity is TRUE, scale the velocity with this.
*/
var(Velocity) rawdistributionvector InheritVelocityScale;
cpptext
{
// UObject functionality
// Event Receiver functionality
/**
* Process the event...
*
* @param Owner The FParticleEmitterInstance this module is contained in.
* @param InEvent The FParticleEventData that occurred.
* @param DeltaTime The time slice of this frame.
*
* @return UBOOL TRUE if the event was processed; FALSE if not.
*/
virtual UBOOL ProcessParticleEvent(FParticleEmitterInstance* Owner, FParticleEventData& InEvent, FLOAT DeltaTime);
}
defaultproperties
{
bSpawnModule=true
bUpdateModule=true
Begin Object Class=DistributionFloatConstant Name=RequiredDistributionSpawnCount
Constant=0.0
End Object
SpawnCount=(Distribution=RequiredDistributionSpawnCount)
Begin Object Class=DistributionVectorConstant Name=RequiredDistributionInheritVelocityScale
Constant=(X=1.0,Y=1.0,Z=1.0)
End Object
InheritVelocityScale=(Distribution=RequiredDistributionInheritVelocityScale)
}