3#include <zenkit/DaedalusVm.hh>
4#include <zenkit/addon/daedalus.hh>
6#include <Tempest/Point>
16 VisualFx(
const zenkit::IEffectBase& src, zenkit::DaedalusVm& tmpVm, std::string_view name);
54 using OptVec3 = std::optional<Tempest::Vec3>;
60 Key(
const zenkit::IParticleEffectEmitKey& k);
147 std::string
userString[zenkit::IEffectBase::user_string_count];
161 static Trajectory loadTrajectory (std::string_view str);
162 static LoopMode loadLoopmode (std::string_view str);
163 static EaseFunc loadEaseFunc (std::string_view str);
166 static Collision strToColision(std::string_view s);
170 std::vector<Key> investKeys;
std::string lightPresetName
std::string pfx_shpDistribType_S
std::string pfx_dirModeTargetFOR_S
const VisualFx * emCreateFXID
std::string pfx_dirModeTargetPos_S
float pfx_shpDistribWalkSpeed
const ParticleFx * visName
std::string pfx_dirMode_S
std::string userString[zenkit::IEffectBase::user_string_count]
const VisualFx * emFXCollDynPerc
Material::AlphaFunc visAlphaBlendFunc
PfxEmitter visual(World &owner) const
Tempest::Vec3 emSelfRotVel
CollisionAlign emFXCollDynAlign
std::string lightPresetName
std::optional< Trajectory > OptTrajectory
const VisualFx * emFXCreate
Collision emActionCollDyn
const VisualFx * emFXCollStat
bool emTrjDynUpdateTargetOnly
bool isMeshEmmiter() const
std::string emTrjTargetNode
std::string emTrjOriginNode
CollisionAlign emFXCollStatAlign
uint64_t emFXTriggerDelay
uint64_t emInvestNextKeyDuration
uint64_t effectPrefferedTime() const
std::string emFXInvestOrigin
std::optional< Tempest::Vec3 > OptVec3
float emTrjDynUpdateDelay
Collision emActionCollStat
const VisualFx * emFXCollDyn
const Key * key(SpellFxKey type, int32_t keyLvl=0) const
std::string emFXInvestTarget