PrecipitationData¶
Defines the droplets used in a storm (raindrops, snowflakes, etc).
- Inherit:
- GameBaseData
Description¶
Defines the droplets used in a storm (raindrops, snowflakes, etc).
Example:
datablock PrecipitationData( HeavyRain )
{
soundProfile = "HeavyRainSound";
dropTexture = "art/environment/precipitation/rain";
splashTexture = "art/environment/precipitation/water_splash";
dropsPerSide = 4;
splashesPerSide = 2;
};
Fields¶
-
string
PrecipitationData::
dropShader
¶ The name of the shader used for raindrops.
-
int
PrecipitationData::
dropsPerSide
¶ How many rows and columns are in the raindrop texture. For example, if the texture has 16 raindrops arranged in a grid, this field should be set to 4.
-
filename
PrecipitationData::
dropTexture
¶ Texture filename for drop particles. The drop texture can contain several different drop sub-textures arranged in a grid. There must be the same number of rows as columns. A random frame will be chosen for each drop.
-
SFXTrack
PrecipitationData::
soundProfile
¶ Looping SFXProfile effect to play while Precipitation is active.
-
int
PrecipitationData::
splashesPerSide
¶ How many rows and columns are in the splash texture. For example, if the texture has 9 splashes arranged in a grid, this field should be set to 3.
-
string
PrecipitationData::
splashShader
¶ The name of the shader used for splashes.
-
filename
PrecipitationData::
splashTexture
¶ Texture filename for splash particles. The splash texture can contain several different splash sub-textures arranged in a grid. There must be the same number of rows as columns. A random frame will be chosen for each splash.