ParticleSystem

Jest to podstawowa klasa zawierająca wszystkie struktury używane przez ParticleEmitter.

EAccelType

enum EAccelType
{
ACC_Addictive, ACC_Multiply
};

ESizeType

enum ESizeType
{
ST_Normal, ST_Grow, ST_Shrink, ST_Cycle
};


ESizing

enum ESizing
{
SIZING_Infinity, SIZING_UserDecided
};


Structures Detail

SAdvanced

struct SAdvanced
{
var(ParticleSystem) bool bUseParticleClass;
var(ParticleSystem) class<BasicParticle> ParticleClass;
};


SAnimation

struct SAnimation
{
var(ParticleSystem) texture AnimTextures[60];
var(ParticleSystem) bool DefineAnimationStorage;
var(ParticleSystem) int NumOfTextures;
var(ParticleSystem) class<ParticleAnimationStorage> ParticleAnimationStorage;
};


SBounce

struct SBounce
{
var(ParticleSystem) float BounceModifier;
var(ParticleSystem) int BounceNum;
var(ParticleSystem) float BounceRatio;
var(ParticleSystem) bool CanBounce;
var(ParticleSystem) bool EndlessBounce;
};


SBuoyance

struct SBuoyance
{
var(ParticleSystem) bool CanBuoyance;
var(ParticleSystem) float ParticleBuoyancy;
var(ParticleSystem) float ParticleMass;
var(ParticleSystem) bool SoundWhenHitWater;
var(ParticleSystem) bool SplashWhenHitWater;
};


SCollision

struct SCollision
{
var(ParticleSystem) bool BlockActors;
var(ParticleSystem) bool BlockPlayers;
var(ParticleSystem) bool bOverrideWaterEntryEffect;
var(ParticleSystem) bool bOverrideWaterEntrySound;
var(ParticleSystem) bool bSpawnEffectOnDestroy;
var(ParticleSystem) bool bSpawnLandEffect;
var(ParticleSystem) bool CollideWithActors;
var(ParticleSystem) class<actor> DestroyEffect;
var(ParticleSystem) bool DestroyWhenColideWorld;
var(ParticleSystem) bool DestroyWhenLand;
var(ParticleSystem) bool DestroyWhenTouch;
var(ParticleSystem) bool DestroyWhenTouchWater;
var(ParticleSystem) class<actor> LandEffect;
var(ParticleSystem) bool ParticleCollideWorld;
var(ParticleSystem) float ParticleCollisonHeight;
var(ParticleSystem) float ParticleCollisonRadius;
var(ParticleSystem) bool ParticlesUseCollision;
var(ParticleSystem) bool StickToPawn;
var(ParticleSystem) bool StickToWall;
var(ParticleSystem) bool StopWhenTouchPawn;
var(ParticleSystem) bool StopWhenTouchWall;
var(ParticleSystem) class<actor> WaterEntryActor;
var(ParticleSystem) sound WaterEntrySound;
};


SDamage

struct SDamage
{
var(ParticleSystem) bool FlockPawnTakeDamage;
var(ParticleSystem) int MomentumTransfer;
var(ParticleSystem) bool OtherActorTakeDamage;
var(ParticleSystem) int ParticleDamage;
var(ParticleSystem) name ParticleDamageType;
var(ParticleSystem) bool ParticleGivesDamage;
var(ParticleSystem) bool PlayerTakeDamage;
var(ParticleSystem) bool ScriptedPawnTakeDamage;
};


SSize

struct SSize
{
var(ParticleSystem) ESizeType SizeType;
var(ParticleSystem) ESizing Sizing;
var(ParticleSystem) float ParticleDrawScale;
var(ParticleSystem) float ParticleDrawScaleVariance;
var(ParticleSystem) float ParticleGrowth;
var(ParticleSystem) float ParticleShrink;
var(ParticleSystem) float MinSize;
var(ParticleSystem) float MaxSize;
};


SDisplay

struct SDisplay
{
var(ParticleSystem) bool bParticleCastShadow;
var(ParticleSystem) bool bParticleMeshEnviroMap;
var(ParticleSystem) bool bUnlitParticle;
var(ParticleSystem) bool bUseMesh;
var(ParticleSystem) bool bUseRandomTexture;
var(ParticleSystem) bool bUseSpriteAnimation;
var(ParticleSystem) ERenderStyle ParticleStyle;
var(ParticleSystem) texture ParticleTexture;
var(ParticleSystem) mesh PraticleMesh;
};


SFading

struct SFading
{
var(ParticleSystem) bool CanFadeIn;
var(ParticleSystem) bool CanFadeOut;
var(ParticleSystem) float FadeInScaleFactor;
var(ParticleSystem) float FadeInTime;
var(ParticleSystem) float FadeOutScaleFactor;
var(ParticleSystem) float FadeOutTime;
var(ParticleSystem) float InitailScaleGlow;
};


SLight

struct SLight
{
var(ParticleSystem) bool CastLight;
};


SLightColor

struct SLightColor
{
var(ParticleSystem) byte ParticleLightBrightness;
var(ParticleSystem) byte ParticleLightHue;
var(ParticleSystem) byte ParticleLightSaturation;
};


SLighting

struct SLighting
{
var(ParticleSystem) byte ParticleLightCone;
var(ParticleSystem) ELightEffect ParticleLightEffect;
var(ParticleSystem) byte ParticleLightPeriod;
var(ParticleSystem) byte ParticleLightPhase;
var(ParticleSystem) byte ParticleLightRadius;
var(ParticleSystem) ELightType ParticleLightType;
var(ParticleSystem) byte ParticleVolumeBrightness;
var(ParticleSystem) byte ParticleVolumeFog;
var(ParticleSystem) byte ParticleVolumeRadius;
};


SGlobal

struct SMain
{
var(ParticleSystem) vector BaseSpeed;
var(ParticleSystem) bool bDefineSpeedAsVector;
var(ParticleSystem) float ParticleLifeTime;
var(ParticleSystem) float ParticleLifeTimeVariance;
var(ParticleSystem) float ParticleSpeed;
var(ParticleSystem) float SpeedVariance;
var(ParticleSystem) float SprayFactor;
var(ParticleSystem) float SprayFactorVariance;
};

SMain

struct SMain
{
var(ParticleSystem) vector BaseSpeed;
var(ParticleSystem) bool bForceGlobalSettings;
var(ParticleSystem) bool bDefineSpeedAsVector;
var(ParticleSystem) bool bMoveSmooth;
var(ParticleSystem) bool bUseParticleRotation;
var(ParticleSystem) float ParticleLifeTime;
var(ParticleSystem) float ParticleLifeTimeVariance;
var(ParticleSystem) rotator ParticleRotation;
var(ParticleSystem) float ParticleSlowingDownFactor;
var(ParticleSystem) float ParticleSpeed;
var(ParticleSystem) float SpeedVariance;
var(ParticleSystem) float SprayFactor;
var(ParticleSystem) float SprayFactorVariance;
};


SPPhysics

struct SPPhysics
{
var(ParticleSystem) vector AccelerateFactor;
var(ParticleSystem) EAccelType AccelerationType;
var(ParticleSystem) bool bCanAccelerate;
var(ParticleSystem) EPhysics ParticlePhysics;
var(ParticleSystem) vector TerminalVelocity;
};


SSound

struct SSound
{
var(ParticleSystem) sound BornSound;
var(ParticleSystem) sound DyingSound;
var(ParticleSystem) sound FlyingSound;
var(ParticleSystem) sound HittingSound;
var(ParticleSystem) sound LandingSound;
var(ParticleSystem) bool ParticleSoundbNoOverride;
var(ParticleSystem) float ParticleSoundPitch;
var(ParticleSystem) float ParticleSoundRadius;
var(ParticleSystem) ESoundSlot ParticleSoundSlot;
var(ParticleSystem) float ParticleSoundVolume;
var(ParticleSystem) sound TouchingSound;
};