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

49 lines
1.5 KiB
Ucode

/**
* Copyright 1998-2012 Epic Games, Inc. All Rights Reserved.
*/
class ParticleModuleFlexSpawn extends ParticleModuleSpawnBase
native(Particle)
editinlinenew
hidecategories(Object)
hidecategories(ParticleModuleSpawnBase);
struct native FlexInstancePayload
{
var float LayerLeftOver;
var int LayerIndex;
};
/** The number of particles to emit horizontally */
var(Spawn) int DimX;
/** The number of particles to emit vertically */
var(Spawn) int DimY;
/** Velocity to emit particles with, note that this increases the required spawn rate */
var(Velocity) float Velocity;
cpptext
{
// Begin UParticleModuleSpawnBase Interface
virtual UBOOL GetSpawnAmount(FParticleEmitterInstance* Owner, INT Offset, FLOAT OldLeftover, FLOAT DeltaTime, INT& Number, FLOAT& Rate);
virtual UBOOL GetBurstCount(FParticleEmitterInstance* Owner, INT Offset, FLOAT OldLeftover, FLOAT DeltaTime, INT& Number);
// End UParticleModuleSpawnBase Interface
// Begin UParticleModule Interface
virtual UINT RequiredBytesPerInstance(FParticleEmitterInstance* Owner = NULL);
virtual UINT PrepPerInstanceBlock(FParticleEmitterInstance* Owner, void* InstData);
virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime);
// End UParticleModule Interface
}
defaultproperties
{
bSpawnModule = true
bSupported3DDrawMode = false
DimX = 4
DimY = 4
Velocity = 0.0f
}