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- /*******************************************************************************
- The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
- Technology released in source code form as part of the game integration package.
- The content of this file may not be used without valid licenses to the
- AUDIOKINETIC Wwise Technology.
- Note that the use of the game engine is subject to the Unreal(R) Engine End User
- License Agreement at https://www.unrealengine.com/en-US/eula/unreal
-
- License Usage
-
- Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
- this file in accordance with the end user license agreement provided with the
- software or, alternatively, in accordance with the terms contained
- in a written agreement between you and Audiokinetic Inc.
- Copyright (c) 2023 Audiokinetic Inc.
- *******************************************************************************/
- /*=============================================================================
- AkWwiseAcousticsComponentVisualizer.h:
- =============================================================================*/
- #pragma once
- #include "ComponentVisualizer.h"
- class UTextRenderComponent;
- class FAkSurfaceReflectorSetComponentVisualizer : public FComponentVisualizer
- {
- public:
- virtual void DrawVisualization( const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI ) override;
- virtual void DrawVisualizationHUD(const UActorComponent* Component, const FViewport* Viewport, const FSceneView* View, FCanvas* Canvas) override;
- void PointTextAtCamera(UTextRenderComponent* textComp, float actorScaling, float maxBoundsDimension);
- private:
- float FlashTimer = FLT_MAX;
- };
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