80 lines
2.3 KiB
Ucode
80 lines
2.3 KiB
Ucode
/**
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* ParticleModuleColorScaleOverLife
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*
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* The base class for all Beam modules.
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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 ParticleModuleColorScaleOverLife extends ParticleModuleColorBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/** The scale factor for the color. */
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var(Color) rawdistributionvector ColorScaleOverLife;
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/** The scale factor for the alpha. */
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var(Color) rawdistributionfloat AlphaScaleOverLife;
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/** Whether it is EmitterTime or ParticleTime related. */
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var(Color) bool bEmitterTime;
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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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/**
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* Called when the module is created, this function allows for setting values that make
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* sense for the type of emitter they are being used in.
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*
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* @param Owner The UParticleEmitter that the module is being added to.
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*/
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virtual void SetToSensibleDefaults(UParticleEmitter* Owner);
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#if WITH_EDITOR
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/**
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* Get the number of custom entries this module has. Maximum of 3.
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*
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* @return INT The number of custom menu entries
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*/
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virtual INT GetNumberOfCustomMenuOptions() const;
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/**
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* Get the display name of the custom menu entry.
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*
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* @param InEntryIndex The custom entry index (0-2)
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* @param OutDisplayString The string to display for the menu
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*
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* @return UBOOL TRUE if successful, FALSE if not
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*/
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virtual UBOOL GetCustomMenuEntryDisplayString(INT InEntryIndex, FString& OutDisplayString) const;
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/**
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* Perform the custom menu entry option.
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*
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* @param InEntryIndex The custom entry index (0-2) to perform
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*
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* @return UBOOL TRUE if successful, FALSE if not
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*/
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virtual UBOOL PerformCustomMenuEntry(INT InEntryIndex);
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#endif
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}
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defaultproperties
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{
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bSpawnModule=true
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bUpdateModule=true
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bCurvesAsColor=true
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Begin Object Class=DistributionVectorConstantCurve Name=DistributionColorScaleOverLife
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End Object
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ColorScaleOverLife=(Distribution=DistributionColorScaleOverLife)
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Begin Object Class=DistributionFloatConstant Name=DistributionAlphaScaleOverLife
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Constant=1.0f;
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End Object
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AlphaScaleOverLife=(Distribution=DistributionAlphaScaleOverLife)
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}
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