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https://github.com/TorqueGameEngines/Torque3D.git
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add difFloatPi range validator
player: apply to player min/max angle allow fallingspeedthreshold to go negative splashdata: velocity, hieght, acceleration and startradius can all be negative wrap material animation range from -1 to 1
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6 changed files with 12 additions and 10 deletions
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@ -127,9 +127,9 @@ void SplashData::initPersistFields()
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addFieldV("lifetimeVariance", TypeRangedS32, Offset(lifetimeVariance, SplashData), &CommonValidators::PositiveInt, "Time variance for lifetimeMS.\n");
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addFieldV("width", TypeRangedF32, Offset(width, SplashData), &CommonValidators::PositiveFloat, "Width for the X and Y coordinates to create this effect within.");
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addFieldV("numSegments", TypeRangedS32, Offset(numSegments, SplashData), &CommonValidators::NaturalNumber, "Number of ejection points in the splash ring.\n");
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addFieldV("velocity", TypeRangedF32, Offset(velocity, SplashData), &CommonValidators::PositiveFloat, "Velocity for the splash effect to travel.\n");
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addFieldV("height", TypeRangedF32, Offset(height, SplashData), &CommonValidators::PositiveFloat, "Height for the splash to reach.\n");
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addFieldV("acceleration", TypeRangedF32, Offset(acceleration, SplashData), &CommonValidators::PositiveFloat, "Constant acceleration value to place upon the splash effect.\n");
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addFieldV("velocity", TypeRangedF32, Offset(velocity, SplashData), &CommonValidators::F32Range, "Velocity for the splash effect to travel.\n");
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addFieldV("height", TypeRangedF32, Offset(height, SplashData), &CommonValidators::F32Range, "Height for the splash to reach.\n");
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addFieldV("acceleration", TypeRangedF32, Offset(acceleration, SplashData), &CommonValidators::F32Range, "Constant acceleration value to place upon the splash effect.\n");
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addFieldV("times", TypeRangedF32, Offset(times, SplashData), &CommonValidators::NormalizedFloat, NUM_TIME_KEYS, "Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.\n" );
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addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS, "Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = \"0.6 1.0 1.0 0.5\".\n" );
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@ -140,7 +140,7 @@ void SplashData::initPersistFields()
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addFieldV("ejectionFreq", TypeRangedF32, Offset(ejectionFreq, SplashData), &CommonValidators::PositiveFloat, "Frequency in which to emit splash rings.\n");
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addFieldV("ejectionAngle", TypeRangedF32, Offset(ejectionAngle, SplashData), &CommonValidators::DegreeRange, "Rotational angle to create a splash ring.\n");
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addFieldV("ringLifetime", TypeRangedF32, Offset(ringLifetime, SplashData), &CommonValidators::PositiveFloat, "Lifetime, in milliseconds, for a splash ring.\n");
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addFieldV("startRadius", TypeRangedF32, Offset(startRadius, SplashData), &CommonValidators::PositiveFloat, "Starting radius size of a splash ring.\n");
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addFieldV("startRadius", TypeRangedF32, Offset(startRadius, SplashData), &CommonValidators::F32Range, "Starting radius size of a splash ring.\n");
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addField("explosion", TYPEID< ExplosionData >(), Offset(explosion, SplashData), "ExplosionData object to create at the creation position of this splash effect.\n");
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Parent::initPersistFields();
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