示例#1
0
文件: HUD.cs 项目: jcoder58/Plugins
 ///<summary>Draw Material Triangle</summary>
 public void DrawMaterialTriangle(MaterialInterface Material, Vector2D V0_Pos, Vector2D V1_Pos, Vector2D V2_Pos, Vector2D V0_UV, Vector2D V1_UV, Vector2D V2_UV, LinearColor V0_Color, LinearColor V1_Color, LinearColor V2_Color) =>
 HUD_methods.DrawMaterialTriangle_method.Invoke(ObjPointer, Material, V0_Pos, V1_Pos, V2_Pos, V0_UV, V1_UV, V2_UV, V0_Color, V1_Color, V2_Color);
示例#2
0
 ///<summary>Change the text material and signal the primitives to be rebuilt</summary>
 public void SetTextMaterial(MaterialInterface Material) =>
 TextRenderComponent_methods.SetTextMaterial_method.Invoke(ObjPointer, Material);
示例#3
0
文件: HUD.cs 项目: jcoder58/Plugins
 ///<summary>Draws a material-textured quad on the HUD.</summary>
 ///<remarks>
 ///@param Material                      Material to use
 ///@param ScreenX                       Screen-space X coordinate of upper left corner of the quad.
 ///@param ScreenY                       Screen-space Y coordinate of upper left corner of the quad.
 ///@param ScreenW                       Screen-space width of the quad (in pixels).
 ///@param ScreenH                       Screen-space height of the quad (in pixels).
 ///@param MaterialU                     Texture-space U coordinate of upper left corner of the quad
 ///@param MaterialV                     Texture-space V coordinate of upper left corner of the quad.
 ///@param MaterialUWidth        Texture-space width of the quad (in normalized UV distance).
 ///@param MaterialVHeight       Texture-space height of the quad (in normalized UV distance).
 ///@param Scale                         Amount to scale the entire texture (horizontally and vertically)
 ///@param bScalePosition        Whether the "Scale" parameter should also scale the position of this draw call.
 ///@param Rotation                      Amount to rotate this quad
 ///@param RotPivot                      Location (as proportion of quad, 0-1) to rotate about
 ///</remarks>
 public void DrawMaterial(MaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float Scale, bool bScalePosition, float Rotation, Vector2D RotPivot) =>
 HUD_methods.DrawMaterial_method.Invoke(ObjPointer, Material, ScreenX, ScreenY, ScreenW, ScreenH, MaterialU, MaterialV, MaterialUWidth, MaterialVHeight, Scale, bScalePosition, Rotation, RotPivot);
示例#4
0
文件: HUD.cs 项目: jcoder58/Plugins
 ///<summary>Draws a material-textured quad on the HUD.</summary>
 ///<remarks>
 ///Assumes UVs such that the entire material is shown.
 ///@param Material                      Material to use
 ///@param ScreenX                       Screen-space X coordinate of upper left corner of the quad.
 ///@param ScreenY                       Screen-space Y coordinate of upper left corner of the quad.
 ///@param ScreenW                       Screen-space width of the quad (in pixels).
 ///@param ScreenH                       Screen-space height of the quad (in pixels).
 ///@param Scale                         Amount to scale the entire texture (horizontally and vertically)
 ///@param bScalePosition        Whether the "Scale" parameter should also scale the position of this draw call.
 ///</remarks>
 public void DrawMaterialSimple(MaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition) =>
 HUD_methods.DrawMaterialSimple_method.Invoke(ObjPointer, Material, ScreenX, ScreenY, ScreenW, ScreenH, Scale, bScalePosition);
示例#5
0
文件: Light.cs 项目: jcoder58/Plugins
 ///<summary>Set Light Function Material</summary>
 public void SetLightFunctionMaterial(MaterialInterface NewLightFunctionMaterial) =>
 Light_methods.SetLightFunctionMaterial_method.Invoke(ObjPointer, NewLightFunctionMaterial);
示例#6
0
 ///<summary>setting decal material on decal component. This will force the decal to reattach</summary>
 public void SetDecalMaterial(MaterialInterface NewDecalMaterial) =>
 DecalComponent_methods.SetDecalMaterial_method.Invoke(ObjPointer, NewDecalMaterial);
 ///<summary>Creates a Dynamic Material Instance for the specified named material override, optionally from the supplied material.</summary>
 ///<remarks>
 ///@param Name - The slot name of the material to replace.  If invalid, the material is unchanged and NULL is returned.
 ///</remarks>
 public MaterialInstanceDynamic CreateNamedDynamicMaterialInstance(Name InName, MaterialInterface SourceMaterial) =>
 ParticleSystemComponent_methods.CreateNamedDynamicMaterialInstance_method.Invoke(ObjPointer, InName, SourceMaterial);
 ///<summary>
 ///Copies over parameters given a material interface (copy each instance following the hierarchy)
 ///Very slow implementation, avoid using at runtime.
 ///</summary>
 ///<remarks>
 ///Hopefully we can replace it later with something like CopyInterpParameters()
 ///The output is the object itself (this). Copying 'quick parameters only' will result in a much
 ///faster copy process but will only copy dynamic scalar, vector and texture parameters on clients.
 ///@param bQuickParametersOnly Copy scalar, vector and texture parameters only. Much faster but may not include required data
 ///</remarks>
 public void K2_CopyMaterialInstanceParameters(MaterialInterface Source, bool bQuickParametersOnly) =>
 MaterialInstanceDynamic_methods.K2_CopyMaterialInstanceParameters_method.Invoke(ObjPointer, Source, bQuickParametersOnly);
示例#9
0
 ///<summary>Draws a set of triangles on the Canvas.</summary>
 ///<remarks>
 ///@param RenderMaterial                        Material to use when rendering. Remember that only the emissive channel is able to be rendered as no lighting is performed when rendering to the Canvas.
 ///@param Triangles                                     Triangles to render.
 ///</remarks>
 public void K2_DrawMaterialTriangle(MaterialInterface RenderMaterial, byte Triangles /*TODO: array TArray */) =>
 Canvas_methods.K2_DrawMaterialTriangle_method.Invoke(ObjPointer, RenderMaterial, Triangles);
示例#10
0
 ///<summary>Set a named material instance parameter on this ParticleSystemComponent.</summary>
 ///<remarks>Updates the parameter if it already exists, or creates a new entry if not.</remarks>
 public void SetMaterialParameter(Name ParameterName, MaterialInterface Param) =>
 ParticleSystemComponent_methods.SetMaterialParameter_method.Invoke(ObjPointer, ParameterName, Param);
示例#11
0
 ///<summary>Draws a material on the Canvas.</summary>
 ///<remarks>
 ///@param RenderMaterial                        Material to use when rendering. Remember that only the emissive channel is able to be rendered as no lighting is performed when rendering to the Canvas.
 ///@param ScreenPosition                        Screen space position to render the texture.
 ///@param ScreenSize                            Screen space size to render the texture.
 ///@param CoordinatePosition            Normalized UV starting coordinate to use when rendering the texture.
 ///@param CoordinateSize                        Normalized UV size coordinate to use when rendering the texture.
 ///@param Rotation                                      Rotation, in degrees, to render the texture.
 ///@param PivotPoint                            Normalized pivot point to use when rotating the texture.
 ///</remarks>
 public void K2_DrawMaterial(MaterialInterface RenderMaterial, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, float Rotation, Vector2D PivotPoint) =>
 Canvas_methods.K2_DrawMaterial_method.Invoke(ObjPointer, RenderMaterial, ScreenPosition, ScreenSize, CoordinatePosition, CoordinateSize, Rotation, PivotPoint);
示例#12
0
 ///<summary>Adds an element to the sprite.</summary>
 public void AddElement(MaterialInterface Material, CurveFloat DistanceToOpacityCurve, bool bSizeIsInScreenSpace, float BaseSizeX, float BaseSizeY, CurveFloat DistanceToSizeCurve) =>
 MaterialBillboardComponent_methods.AddElement_method.Invoke(ObjPointer, Material, DistanceToOpacityCurve, bSizeIsInScreenSpace, BaseSizeX, BaseSizeY, DistanceToSizeCurve);
示例#13
0
 ///<summary>Set Material Parameter</summary>
 public void SetMaterialParameter(Name ParameterName, MaterialInterface Param) =>
 Emitter_methods.SetMaterialParameter_method.Invoke(ObjPointer, ParameterName, Param);
示例#14
0
 ///<summary>Sets a Material given a Material Index</summary>
 public void SetMaterial(int MaterialIndex, MaterialInterface NewMaterial) =>
 StaticMesh_methods.SetMaterial_method.Invoke(ObjPointer, MaterialIndex, NewMaterial);
示例#15
0
 ///<summary>Creates a Dynamic Material Instance which you can modify during gameplay.</summary>
 public static MaterialInstanceDynamic CreateDynamicMaterialInstance(UObject WorldContextObject, MaterialInterface Parent, Name OptionalName) =>
 KismetMaterialLibrary_methods.CreateDynamicMaterialInstance_method.Invoke(WorldContextObject, Parent, OptionalName);