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//============================================================================= // $Author: Aleiby $ // $Date: 2/25/02 8:19p $ // $Revision: 2 $ //============================================================================= //------------------------------------------------------------------------------ // Name: LineManager.uc // Author: Aaron R Leiby // Date: 22 August 2000 //------------------------------------------------------------------------------ // Description: //------------------------------------------------------------------------------ // How to use this class: // // + From UnrealScript: // // class'Singleton'.static.GetInstance( Level, class'LineManager', Name ).AddLinePS( ... ); // -- Name is optional. Use it if you want a unique set of lines for your own use. Any name will do. // // + From C++: // // USingleton::StaticGetInstance( GetLevel(), "ParticleSystems.LineManager", Name )->AddLinePS( ... ); // // + From C++ (in non-ParticleSystems dependant packages): // // struct LMParms // { // FVector Start // FVector End // FVvector Color // UBOOL bDirected // FLOAT ArrowOffset // FLOAT ArrowWidth // FLOAT ArrowHeight // FVector ArrowColor // }; // // LMParms Parms; // Parms.Start = ...; // Fill in all parameters. // UObject* LM=USingleton::StaticGetInstance( GetLevel(), "ParticleSystems.LineManager", Name ); // LM->UObject::ProcessEvent( LM->FindFunction( FName(TEXT("AddLinePS"),FNAME_Intrinsic)), Parms ); // // + From C++ (in UnrealEd): // // UBOOL GIsScriptableSaved=1; // Exchange(GIsScriptable,GIsScriptableSaved); // LMParms Parms; // Parms.Start = ...; // Fill in all parameters. // UObject* LM=USingleton::StaticGetInstance( GetLevel(), "ParticleSystems.LineManager", Name ); // LM->UObject::ProcessEvent( LM->FindFunction( FName(TEXT("AddLinePS"),FNAME_Intrinsic)), Parms ); // Exchange(GIsScriptable,GIsScriptableSaved); // // + class'Singleton'.static.GetInstance( Level, class'LineManager', Name ).Clean(); // -- This will clear all existing lines for this instance. // // + Use bHidden to toggle lines on/off. // + Set bClip to false if you want lines to show through geometry -- this may not currently work in all renderers. //------------------------------------------------------------------------------ class LineManager extends ParticleGenerator native; //------------------------------------------------------------------------------ public native event AddLinePS ( vector Start , vector End , optional actor.color Color // RGBA of line. , optional bool bDirected // Should we draw an arrowhead? , optional float ArrowOffset // Distance of the base of the arrowhead from the StartPoint. , optional float ArrowWidth // Width of base of arrowhead. , optional float ArrowHeight // Height of arrowhead -- from base of arrowhead. , optional actor.color ArrowColor // RGBA of arrowhead. ); function DefineDependants() { local class Dependant; Dependant = class'ParticleSystems.LineManagerTemplate'; } defaultproperties { DefaultForces(0)=Class'ParticleSystems.DecayForce' DefaultForces(1)=Class'ParticleSystems.LocatorForce' VisibilityRadius=0.000000 VisibilityHeight=0.000000 bMustFace=false UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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