Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 |
// =================================================================== // WaterTexture: Simple phongish water surface. // This is a built-in Unreal class and it shouldn't be modified. // =================================================================== class IceTexture extends FractalTexture native noexport; // Ice movement definitions. enum PanningType { SLIDE_Linear, SLIDE_Circular, SLIDE_Gestation, SLIDE_WavyX, SLIDE_WavyY, }; enum TimingType { TIME_FrameRateSync, TIME_RealTimeScroll, }; // Persistent IceTexture Parameters. var(IceLayer) texture GlassTexture; var(IceLayer) texture SourceTexture; var(IceLayer) PanningType PanningStyle; var(IceLayer) TimingType TimeMethod; var(IceLayer) byte HorizPanSpeed; var(IceLayer) byte VertPanSpeed; var(IceLayer) byte Frequency; var(IceLayer) byte Amplitude; var(IceLayer) bool MoveIce; var float MasterCount; var float UDisplace; var float VDisplace; var float UPosition; var float VPosition; // Transient IceTexture Parameters var transient float TickAccu; var transient int OldUDisplace; var transient int OldVDisplace; var transient texture OldGlassTex; var transient texture OldSourceTex; var transient pointer LocalSource; var transient int ForceRefresh; defaultproperties { } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |