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UE2:ParticleTemplate (U2XMP)
Object >> ParticleTemplate |
- Package:
- ParticleSystems
- Within class:
- ParticleGenerator
- Direct subclasses:
- PointParticleTemplate, ActorParticleTemplate, SpriteParticleTemplate, LineManagerTemplate, PulseLineTemplate, RecursiveParticleTemplate, StrandParticleTemplate, StreakParticleTemplate, TarpBuilderTemplate, TexturedStreakParticleTemplate, TriParticleTemplate, TriangleParticleTemplate
- This class in other games:
- U2
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$Author: Aleiby $ $Date: 5/17/02 8:28p $ $Revision: 10 $ Name: ParticleTemplate.uc Author: Aaron R Leiby Date: 9 March 2000 Description: ParticleTemplates are used to store initialization data instead of Particles or ParticleGenerators. There is a 1 to 1 relationship of Particle subclasses to ParticleTemplate subclasses. Each Particle subclass must implement its own ParticleTemplate which is responsible for fully intializing Particles of its associated type (also taking into account that the particle it is inializing could possibly have been recycled, thus we need to inialize *everything* just in case). How to use this class:
to properly initialize all the variables you add to your subclass.
Properties
Property group 'Lighting'
bDynamicLit
Type: bool
Use lights marked as bLightParticles.
Lights
Add lights to use as lighting.
MaxDynamicLights
Type: int
Default value: 8
RaytracedLights
Add lights to use as lighting (raytraced for shadows).
Property group 'ParticleTemplate'
AffectingForces
Modifiers: private, editinline
Templates that this Force affects the particles of.
bExternallyAffected
Type: bool
Modifiers: public
Register as affected by external forces (such as blowers).
bRandomDrawOrder
Type: bool
Modifiers: public
Randomly insert the new particles either at the start or the end of the list.
bReverseDrawOrder
Type: bool
Modifiers: public
If true will draw the particles within this template in reverse order -- that is to say from oldest to newest.
ChangeClass
Type: bool
Modifiers: public
Dummy var for hanging drop down dialog box off of for changing this template's class.
DrawOrder
Type: float
Modifiers: public
Default value: 1.0
Extents
Type: Object.Box
Modifiers: const, public
Bounding box.
InitialLifeSpan
Type: Object.Range
Modifiers: public
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 1.0 |
InitialSpeed
Type: Object.Range
Modifiers: public
LifeSpanLimitor
Type: Actor
Modifiers: public
SelectionWeight
Type: float
Modifiers: public
Part of the selection criteria.
Default value: 1.0
StasisTime
Type: Object.Range
Modifiers: public
Number of seconds before forces are allowed to affect a newly created particle.
Internal variables
CumulativeFreq
Type: float
Modifiers: private
Frequency
Type: float
Modifiers: private
Used internally for linear distributions.
HardwareLightsUsed
Type: int
Modifiers: const
Number of Hardware Lights used, so we know how many to un-set
ParticleClass
Type: int
Modifiers: private, const, native, noexport
internal particleClass cache (as specified by ParticleType string).
ParticleList
Type: array<Object.ParticleHandle>
Modifiers: native
ParticleType
Type: string
Modifiers: const
Type of particle this template is responsible for initializing.
Default value: "Particle"
Enums
EDrawStyle
- STYLE_Translucent
- STYLE_Modulated
- STYLE_Normal
- STYLE_Alpha
- STYLE_AlphaModulate
- STYLE_Brighten
- STYLE_Darken
- STYLE_Masked