---------------------------------------------------------------------------------------------------- -- -- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or -- its licensors. -- -- For complete copyright and license terms please see the LICENSE at the root of this -- distribution (the "License"). All use of this software is governed by the License, -- or, if provided, by the license below or the license accompanying this file. Do not -- remove or modify any license notices. This file is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- -- ---------------------------------------------------------------------------------------------------- WaterVolume = { type = "WaterVolume", Properties = { StreamSpeed = 0, FogDensity = 0.5, color_FogColor = {x=0.005,y=0.01,z=0.02}, FogColorMultiplier = 0.5, bFogColorAffectedBySun = 1, FogShadowing = 0.5, bCapFogAtVolumeDepth = 0, bCaustics = 1, CausticIntensity = 1, CausticTiling = 1, CausticHeight = 0.5, UScale = 1, VScale = 1, Depth = 5, ViewDistancemMultiplier = 1.0, MinSpec = 0, MaterialLayerMask = 0, bAwakeAreaWhenMoving = 0, --[0,1,1,"Entities in area are physically awake when game volume is moving"] bIsRiver = 0, MultiplayerOptions = { bNetworked = 0, }, }, Editor = { Model = "Editor/Objects/T.cgf", Icon = "Water.bmp", ShowBounds = 1, IsScalable = false; IsRotatable = true; }, } ------------------------------------------------------------------------------------------------------- function WaterVolume:OnSpawn() if (self.Properties.MultiplayerOptions.bNetworked == 0) then self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0); end end ------------------------------------------------------------------------------------------------------- function WaterVolume:OnPropertyChange() end ------------------------------------------------------------------------------------------------------- function WaterVolume:IsShapeOnly() return 1; end ------------------------------------------------------------------------------------------------------- function WaterVolume:Event_Hide() self:Hide(1); self:ActivateOutput( "Hidden", true ); end; ------------------------------------------------------------------------------------------------------- function WaterVolume:Event_UnHide() self:Hide(0); self:ActivateOutput( "UnHidden", true ); end; ------------------------------------------------------------------------------------------------------- function WaterVolume:Event_PhysicsEnable() Game.SendEventToGameObject( self.id, "PhysicsEnable" ); end; ------------------------------------------------------------------------------------------------------- function WaterVolume:Event_PhysicsDisable() Game.SendEventToGameObject( self.id, "PhysicsDisable" ); end; WaterVolume.FlowEvents = { Inputs = { Hide = { WaterVolume.Event_Hide, "bool" }, UnHide = { WaterVolume.Event_UnHide, "bool" }, PhysicsEnable = { WaterVolume.Event_PhysicsEnable, "bool" }, PhysicsDisable = { WaterVolume.Event_PhysicsDisable, "bool" }, }, Outputs = { Hidden = "bool", UnHidden = "bool", }, }