UE2:TracerSeg (U2XMP)
- Package:
- Legend
- Direct subclasses:
- PathStreakSegment, LineStreakSegmentVert, LineStreakSegment
- This class in other games:
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TracerSeg.uc $Author: Mfox $ $Date: 8/05/02 12:29p $ $Revision: 3 $ Description: Used by TracerStreak. How to use this class:
+ Subclass. + Set Mesh to use as segment. (Align down the x-axis with the origin at the leftmost end of the mesh.) + Set the SegmentLength to represent the length of your segment. + Set the subtype (SegmentType) to use, or leave None if you want this to be the segment that actually gets faded out. + Set the FadeTime for those segments whose SegmentType is None (the ones that will actually be faded out). How this class works:
+ See TracerStreak
Properties
Property group 'TracerSeg'
FadedTexture
Type: Texture
FadeInterval
Type: float
FadeTime
Type: float
How long it takes us to go from default.ScaleGlow to 0.0.
SegmentLength
Type: float
Length of segment -- using CollisionRadius is problematic.
SegmentType
Internal variables
bNotifiedParent
Type: bool
CurrentSegment
Type: TracerSeg
Next TracerSet in linked list.
NextSegment
Type: TracerSeg
Parent
Type: Actor
Parent actor in N-ary tree.
Default values
Property | Value |
---|---|
bMustFace | False |
Instance functions
Fade
FinishedFading
NotifyParent
States
Fading
Modifiers: simulated
Fading.BeginState
Overrides: Object.BeginState (global)
Fading.Destroyed
Overrides: Actor.Destroyed (global)
Fading.Tick
Overrides: Actor.Tick (global)
Fading.Timer
Overrides: Actor.Timer (global)
Orchestrating
Modifiers: simulated
Orchestrating.BeginState
Overrides: Object.BeginState (global)
Orchestrating.FinishedFading
Overrides: FinishedFading (global)