public FCgFxElement() { //CS_SET_BLUEPRINT_BITFLAG(Particle_LoadFlags, ECsLoadFlags::Game); DeathTime = 1.0f; Scale = 1.0f; Priority = ECgFxPriority.Medium; }
public void Set(FCgFxElement element) { Particle = element.Get(); Priority = element.Priority; LifeTime = element.LifeTime; DeathTime = element.DeathTime; Scale = element.Scale; DrawDistances = element.DrawDistances; Bone = element.Bone; Location = element.Location; Rotation = element.Rotation; }
public override void Reset() { base.Reset(); Particle = null; Priority = ECgFxPriority.Medium; LifeTime = 0.0f; DeathTime = 0.0f; Scale = 1.0f; DrawDistances.Reset(); Bone = ECgCached.Str.NAME_None; Location = Vector3.zero; Rotation = Vector3.zero; }
public void Reset() { Particle = null; Particle_LoadFlags = 0; //CS_SET_BLUEPRINT_BITFLAG(Particle_LoadFlags, ECsLoadFlags::Game); LifeTime = 0.0f; DeathTime = 1.0f; Scale = 1.0f; Priority = ECgFxPriority.Medium; DrawDistances.Reset(); Bone = ECgCached.Str.NAME_None; Location = Vector3.zero; Rotation = Vector3.zero; Particle_Internal = null; }