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Emitter.XEmitter


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// Normal particle emitter
Class XEmitter extends XParticleEmitter
	Native
	Abstract;

enum ESpawnPosType
{
	SP_Box,
	SP_Sphere,
	SP_Cylinder,
	SP_BoxSphere,
	SP_BoxCylinder
};
struct SpeedRangeType
{
	var() float VelocityScale,Time;
};
struct Speed3DType
{
	var() vector VelocityScale;
	var() float Time;
};
struct RevolveScaleType
{
	var() vector RevolutionScale;
	var() float Time;
};
struct ScaleRangeType
{
	var() float DrawScaling,Time;
};
struct ColorScaleRangeType
{
	var() float Time;
	var() vector ColorScaling;
};
enum EEmitterTriggerType
{
	ETR_ToggleDisabled,
	ETR_ResetEmitter,
	ETR_SpawnParticles
};
enum EEmitterPartCol
{
	ECT_HitNothing,
	ECT_HitWalls,
	ECT_HitActors,
	ECT_HitProjTargets
};
enum ESpriteAnimType
{
	SAN_None, // No animationing, just use current frame
	SAN_PlayOnce, // Play once through animation on it's lifetime
	SAN_PlayOnceInverted, // Play once but inverted the animation.
	SAN_LoopAnim // Constantly loop the animation over and over like any sprite
};
struct Box
{
	var() vector Min,Max;
	var byte IsValid;
};

// Natively updated variables, do not touch.
var transient float NextParticleTime,SpawnInterval,ResetTimer;
var transient byte SpeedScaleCount,DrawScaleCount,ParticleTexCount,ColorScaleCount;
var transient Coords CacheRot;
var transient vector OldSpawnPosition;
var transient box RendBoundingBox;

var array<XEmitter> SpawnCombiners,LifeTimeCombiners,DestructCombiners,WallHitCombiners; // For editor to save list and implement in map.
var transient array<XEmitter> TSpawnC,TLifeTimeC,TDestructC,TWallHitC; // For in game runtime to use.

var(EmGeneral) const int MaxParticles; // This can't be changed after it has been init.
var(EmGeneral) float ParticlesPerSec;
var(EmGeneral) float LODFactor; // Increased time % on particle emitting while on low detail level.
var(EmGeneral) FloatRange LifetimeRange,AutoResetTime;
var(EmGeneral) Actor FinishedSpawningTrigger;
var(EmRevolution) RangeVector RevolutionOffset;
var(EmRevolution) RangeVector RevolutionsPerSec;
var(EmRevolution) array<RevolveScaleType> RevolutionTimeScale;
var(EmRevolution) vector RevolutionOffsetUnAxis;
var(EmVisuals) texture ParticleTextures[16];
var(EmVisuals) ERenderStyle ParticleStyle;
var(EmCombiner) name ParticleSpawnTag; // A second emitter to emit particle over spawn location of a new particle.
var array< class<XEmitter> > ParticleSpawnCClass; // Class definition for mod authors (for ready-to-use FX)
var(EmCombiner) name ParticleKillTag; // A second emitter to emit particle over kill location of a particle.
var array< class<XEmitter> > ParticleKillCClass; // Class definition for mod authors (for ready-to-use FX)
var(EmCombiner) name ParticleWallHitTag; // A second emitter to emit particle over wallhit location of a particle.
var array< class<XEmitter> > ParticleWallHitCClass; // Class definition for mod authors (for ready-to-use FX)
var(EmCombiner) IntRange CombinedParticleCount; // When this Emitter actor is a combiner, spawn this amount of particles.
var(EmCombiner) name ParticleLifeTimeTag; // Emit this particle every X amount of seconds of this particles lifetime.
var array< class<XEmitter> > ParticleLifeTimeCClass; // Class definition for mod authors (for ready-to-use FX)
var(EmCombiner) FloatRange ParticleLifeTimeSDelay; // Spawn delay for lifetime combiner.
var(EmFade) float FadeInTime,FadeOutTime; // Scaling from 0 to 1 (in lifetime scale).
var(EmFade) float FadeInMaxAmount; // Max scaleglow when on full fade in.
var(EmVisuals) FloatRange StartingScale;
var(EmVisuals) RangeVector Scale3DRange;
var(EmVisuals) ScaleRangeType TimeScale[5]; // Same rules applies to this one as SpeedScale.
var(EmVisuals) array<Speed3DType> TimeDrawScale3D;
var(EmVisuals) ESpriteAnimType SpriteAnimationType;
var(EmVisuals) float PartSpriteForwardZ;
var(EmVisibility) Box VisibilityBox;
var(EmVisibility) float CullDistance,CullDistanceFadeDist; // Only render when camera is closer than this range.
var(EmPosition) RangeVector BoxLocation;
var(EmPosition) FloatRange SphereCylinderRange;
var(EmPosition) ESpawnPosType SpawnPosType;
var(EmPosition) vector SpawnOffsetMultiplier;
var(EmMeshPos) Actor UseActorCoords; // Use actor mesh vertexes as random spawn positions.
var(EmMeshPos) Box VertexLimitBBox; // Only spawn in vertexes within this bounding box
var(EmMeshPos) int SingleIVert; // Only spawn in this vertex index.
var(EmTrigger) EEmitterTriggerType TriggerAction;
var(EmTrigger) IntRange SpawnParts;
var(EmSpeed) SpeedRangeType SpeedScale[5]; // Set speedtime to something else then 0 to make it used (and always start from lowest time and go higher).
var(EmSpeed) RangeVector ParticleAcceleration;
var(EmSpeed) RangeVector BoxVelocity;
var(EmSpeed) FloatRange SphereCylVelocity;
var(EmSpeed) ESpawnPosType SpawnVelType;
var(EmSpeed) vector VelocityLossRate;
var(EmSpeed) array<Speed3DType> SpeedTimeScale3D;
var(EmCollision) EEmitterPartCol ParticleCollision;
var(EmCollision) EHitEventType WallImpactAction,WaterImpactAction;
var(EmCollision) vector ParticleExtent,ParticleBounchyness;
var(EmCollision) float HittingActorKickVelScale; // Allow hitting actor to kick the particles.
var(EmCollision) float MinBounceVelocity; // At least have this high speed after bounce in order to continue.
var(EmSound) ParticleSndType ImpactSound,SpawnSound,DestroySound;
var(EmSound) float MinImpactVelForSnd; // Minimum impact velocity for impact sound.
var array<XParticleForces> ForcesList; // This is the actual list, filled in by editor from native codes.
var(EmForces) name ForcesTags[4]; // List of particle force actors in level, 'ForcesListCount' defines the count of valid ones in this list.

var(EmVisuals) RangeVector ParticleColor; // Particle spawn color
var(EmVisuals) ColorScaleRangeType ParticleColorScale[5]; // Particle lifespan color scale
var(EmCorona) RangeVector CoronaColor;
var(EmCorona) texture CoronaTexture;
var(EmCorona) float CoronaFadeTimeScale,CoronaMaxScale,CoronaScaling,MaxCoronaDistance;
var(EmCorona) vector CoronaOffset;

// Bitmask
var(EmRevolution) bool bRevolutionEnabled,bEffectsVelocity;
var(EmGeneral) bool bDisabled,bRespawnParticles,bAutoDestroy,bAutoReset,bSpawnInitParticles,bDisableRender;
var(EmVisuals) bool bUseRandomTex; // If enabled, it will use random texture, otherwise animate (starting from tex[0]->tex[X])
var(EmVisibility) bool bBoxVisibility,bAutoVisibilityBox; // Should render only when player sees the box bounds.
var(EmVisibility) bool bDistanceCulling;
var(EmVisibility) bool bStasisEmitter; // Only render when emitter zone has been recently rendered.
var(EmVisibility) bool bNoUpdateOnInvis; // Stop updating emitter particles when not rendered.
var(EmPosition) bool bRelativeToRotation;
var(EmPosition) bool bUseRelativeLocation; // Location/Rotation/Velocity should be relative to emitter actor?
var(EmPosition) bool bGradualSpawnCoords; // As Emitter actor moves, spawn them smoothly between the old and new location.
var(EmMeshPos) bool bUseMeshAnim; // Slower: use mesh animated frame rather than static frame.
var(EmSpeed) bool bVelRelativeToRotation,bCylRangeBasedOnPos,bAccelRelativeToRot;
var(EmCorona) bool bCheckLineOfSight,bActorsBlockSight;
var(EmCorona) bool bParticleCoronaEnabled;
var(EmCorona) bool bCOffsetRelativeToRot; // Corona offset should be relative to particle rotation?

var transient bool bHasLossVel,bHasAliveParticles;
var const bool bDestruction,bRotationRequest;
var bool BACKUP_Disabled;

native(1766) final function SpawnParticles( int Count );
native(1767) final function SetMaxParticles( int MaxParts );
native(1768) final function Kill(); // Stop spawning particles and auto-destroy when all particles are gone.
native(1769) final function EmTrigger(); // Trigger this emitter.

simulated function PostBeginPlay()
{
	BACKUP_Disabled = bDisabled;
}
simulated function Trigger( Actor Other, Pawn EventInstigator )
{
	EmTrigger();
}
simulated function Reset()
{
	bDisabled = BACKUP_Disabled;
}

defaultproperties
{
				MaxParticles=50
				LODFactor=1.850000
				LifetimeRange=(Min=4.000000,Max=4.000000)
				ParticleTextures(0)=Texture'Engine.S_Pawn'
				ParticleStyle=STY_Translucent
				CombinedParticleCount=(Min=1,Max=1)
				ParticleLifeTimeSDelay=(Min=0.200000,Max=0.500000)
				FadeOutTime=1.000000
				FadeInMaxAmount=1.000000
				StartingScale=(Min=1.000000,Max=1.000000)
				Scale3DRange=(X=(Min=1.000000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
				VisibilityBox=(Min=(X=-128.000000,Y=-128.000000,Z=-128.000000),Max=(X=128.000000,Y=128.000000,Z=128.000000))
				CullDistance=2000.000000
				CullDistanceFadeDist=1.000000
				SpawnOffsetMultiplier=(X=1.000000,Y=1.000000,Z=1.000000)
				SingleIVert=-1
				WallImpactAction=HIT_Bounce
				ParticleBounchyness=(X=1.000000,Y=1.000000,Z=1.000000)
				ImpactSound=(SndPitch=(Min=1.000000,Max=1.000000),SndRadius=(Min=500.000000,Max=500.000000),SndVolume=(Min=1.000000,Max=1.000000))
				SpawnSound=(SndPitch=(Min=1.000000,Max=1.000000),SndRadius=(Min=500.000000,Max=500.000000),SndVolume=(Min=1.000000,Max=1.000000))
				DestroySound=(SndPitch=(Min=1.000000,Max=1.000000),SndRadius=(Min=500.000000,Max=500.000000),SndVolume=(Min=1.000000,Max=1.000000))
				CoronaColor=(X=(Min=1.000000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
				CoronaFadeTimeScale=2.000000
				CoronaMaxScale=2.000000
				CoronaScaling=1.000000
				MaxCoronaDistance=2000.000000
				bEffectsVelocity=True
				bRespawnParticles=True
				bSpawnInitParticles=True
				bStasisEmitter=True
				bNoUpdateOnInvis=True
				bUseMeshAnim=True
				bCheckLineOfSight=True
				bNoDelete=False
}

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Class file time: zo 11-11-2012 21:10:30.000 - Creation time: zo 11-11-2012 21:14:23.084 - Created with UnCodeX