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107 lines
3.1 KiB
Lua
107 lines
3.1 KiB
Lua
----------------------------------------------------------------------------------------------------
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--
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-- Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
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--
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-- SPDX-License-Identifier: Apache-2.0 OR MIT
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--
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--
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--
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----------------------------------------------------------------------------------------------------
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WaterVolume =
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{
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type = "WaterVolume",
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Properties =
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{
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StreamSpeed = 0,
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FogDensity = 0.5,
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color_FogColor = {x=0.005,y=0.01,z=0.02},
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FogColorMultiplier = 0.5,
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bFogColorAffectedBySun = 1,
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FogShadowing = 0.5,
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bCapFogAtVolumeDepth = 0,
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bCaustics = 1,
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CausticIntensity = 1,
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CausticTiling = 1,
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CausticHeight = 0.5,
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UScale = 1,
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VScale = 1,
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Depth = 5,
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ViewDistancemMultiplier = 1.0,
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MinSpec = 0,
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MaterialLayerMask = 0,
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bAwakeAreaWhenMoving = 0, --[0,1,1,"Entities in area are physically awake when game volume is moving"]
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bIsRiver = 0,
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MultiplayerOptions =
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{
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bNetworked = 0,
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},
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},
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Editor =
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{
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Model = "Editor/Objects/T.cgf",
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Icon = "Water.bmp",
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ShowBounds = 1,
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IsScalable = false;
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IsRotatable = true;
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},
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}
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-------------------------------------------------------------------------------------------------------
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function WaterVolume:OnSpawn()
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if (self.Properties.MultiplayerOptions.bNetworked == 0) then
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self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
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end
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end
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-------------------------------------------------------------------------------------------------------
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function WaterVolume:OnPropertyChange()
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end
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-------------------------------------------------------------------------------------------------------
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function WaterVolume:IsShapeOnly()
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return 1;
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end
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-------------------------------------------------------------------------------------------------------
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function WaterVolume:Event_Hide()
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self:Hide(1);
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self:ActivateOutput( "Hidden", true );
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end;
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-------------------------------------------------------------------------------------------------------
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function WaterVolume:Event_UnHide()
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self:Hide(0);
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self:ActivateOutput( "UnHidden", true );
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end;
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-------------------------------------------------------------------------------------------------------
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function WaterVolume:Event_PhysicsEnable()
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Game.SendEventToGameObject( self.id, "PhysicsEnable" );
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end;
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-------------------------------------------------------------------------------------------------------
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function WaterVolume:Event_PhysicsDisable()
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Game.SendEventToGameObject( self.id, "PhysicsDisable" );
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end;
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WaterVolume.FlowEvents =
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{
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Inputs =
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{
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Hide = { WaterVolume.Event_Hide, "bool" },
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UnHide = { WaterVolume.Event_UnHide, "bool" },
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PhysicsEnable = { WaterVolume.Event_PhysicsEnable, "bool" },
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PhysicsDisable = { WaterVolume.Event_PhysicsDisable, "bool" },
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},
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Outputs =
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{
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Hidden = "bool",
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UnHidden = "bool",
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},
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}
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