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FxCinematicTrack.c
Go to the documentation of this file.
1
[
CinematicTrackAttribute
(name:
"FX Track"
, description:
"Track used for animating FX entities"
)]
2
class
FxCinematicTrack
:
CinematicTrackBase
3
{
4
[
Attribute
(
"0.0"
,
params
:
"0.0 100.0"
)]
5
float
m_fTime;
6
7
private
ParticleEffectEntity
m_ParticleEntity;
8
private
World
globalWorld;
9
10
[
CinematicEventAttribute
()]
11
void
Play
()
12
{
13
if
(globalWorld)
14
m_ParticleEntity =
ParticleEffectEntity
.Cast(globalWorld.FindEntityByName(GetTrackName()));
15
16
if
(m_ParticleEntity)
17
m_ParticleEntity.Stop();
18
m_ParticleEntity.Play();
19
}
20
21
[
CinematicEventAttribute
()]
22
void
Stop
()
23
{
24
if
(globalWorld)
25
m_ParticleEntity =
ParticleEffectEntity
.Cast(globalWorld.FindEntityByName(GetTrackName()));
26
27
if
(m_ParticleEntity)
28
m_ParticleEntity.Stop();
29
}
30
31
32
[
CinematicEventAttribute
()]
33
void
SetTime()
34
{
35
if
(globalWorld)
36
m_ParticleEntity =
ParticleEffectEntity
.Cast(globalWorld.FindEntityByName(GetTrackName()));
37
38
Particles
particles;
39
40
if
(m_ParticleEntity)
41
particles = m_ParticleEntity.GetParticles();
42
43
if
(particles)
44
particles.SimulateMultiStep(m_fTime, 30);
45
}
46
47
override
void
OnInit
(
World
world)
48
{
49
// Find particle entity by using name of track
50
m_ParticleEntity =
ParticleEffectEntity
.Cast(world.FindEntityByName(GetTrackName()));
51
52
globalWorld = world;
53
}
54
}
CinematicEventAttribute
void CinematicEventAttribute(string name="")
Definition
attributes.c:18
ParticleEffectEntity
void ParticleEffectEntity(IEntitySource src, IEntity parent)
Definition
SCR_RepeatingParticleEffectEntity.c:65
params
category params
Definition
SCR_SpherePointGeneratorPreviewComponent.c:21
CinematicTrackAttribute
Definition
attributes.c:3
CinematicTrackBase
Definition
CinematicTrackBase.c:8
FxCinematicTrack
Definition
FxCinematicTrack.c:3
Particles
Definition
Particles.c:22
World
Definition
World.c:16
Stop
void Stop()
Stop tracking time in this menu, prepare for sending data.
Definition
SCR_AnalyticsDelayedSend.c:30
Play
bool Play()
Start playing the animation. Call 'Prepare' first if you need to change the setup of a component!
Definition
SCR_AudioSource.c:85
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
OnInit
@ OnInit
Definition
SndComponentCallbacks.c:17
scripts
Game
Cinematics
FxCinematicTrack.c
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