struct IGroundEffect { enum EGroundEffectFlags { eGEF_AlignToGround = (1<<0), eGEF_AlignToOcean = (1<<1), eGEF_PrimeEffect = (1<<2), eGEF_StickOnGround = (1<<3) }; };
IEffectSystem.h
enum EGroundEffectFlags { eGEF_AlignToGround = (1<<0), eGEF_AlignToOcean = (1<<1), eGEF_PrimeEffect = (1<<2), eGEF_StickOnGround = (1<<3) };
IEffectSystem.h
Members |
Description |
eGEF_AlignToOcean = (1<<1) |
takes higher precedence than AlignToGround |
virtual ~IGroundEffect();
virtual int GetFlags() const = 0;
virtual void SetBaseScale(float sizeScale, float countScale, float speedScale = 1.f) = 0;
set additional scale parameters, if user control is needed these are always multiplied by height scale parameters
virtual void SetFlags(int flags) = 0;
virtual void SetHeight(float height) = 0;
set maximum height
virtual void SetHeightScale(float sizeScale, float countScale) = 0;
use if effect should be scaled dependending on height ratio. scale(zero height) = 1,1 scale(max height) = sizeScale,countScale use e.g. sizeScale=0,countScale=0 to fade it out completely at max height
virtual void SetInteraction(const char* name) = 0;
if an interaction name is set, the particle effect is looked up in MaterialEffects. if not, one can still call SetParticleEffect by herself
virtual void SetInterpolation(float speed) = 0;
set interpolation speed for size scale speed 0 means no interpolation
virtual bool SetParticleEffect(const char* name) = 0;
virtual void Stop(bool stop) = 0;
stop == true will keep the effect on hold until a stop == false is set.
virtual void Update() = 0;
must be called by user