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authorchai <chaifix@163.com>2019-08-14 22:50:43 +0800
committerchai <chaifix@163.com>2019-08-14 22:50:43 +0800
commit15740faf9fe9fe4be08965098bbf2947e096aeeb (patch)
treea730ec236656cc8cab5b13f088adfaed6bb218fb /Runtime/Export/UnityEngineLight.txt
+Unity Runtime codeHEADmaster
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+C++RAW
+
+#include "UnityPrefix.h"
+#include "Configuration/UnityConfigure.h"
+#include "Runtime/Camera/Camera.h"
+#include "Runtime/Camera/Light.h"
+#include "Runtime/Camera/Skybox.h"
+#include "Runtime/Graphics/LightmapSettings.h"
+#include "Runtime/Filters/Renderer.h"
+#include "Runtime/Camera/IntermediateRenderer.h"
+#include "Runtime/Graphics/Transform.h"
+#include "Runtime/Shaders/Material.h"
+#include "Runtime/Filters/Misc/TextMesh.h"
+#include "Runtime/Shaders/Shader.h"
+#include "Runtime/Scripting/ScriptingUtility.h"
+#include "Runtime/Camera/LightManager.h"
+#include "Runtime/Misc/QualitySettings.h"
+#include "Runtime/Camera/RenderSettings.h"
+#include "Runtime/Mono/MonoBehaviour.h"
+#include "Runtime/Scripting/ScriptingExportUtility.h"
+
+#include <list>
+#include <vector>
+
+CSRAW
+using System;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+using System.Collections;
+
+namespace UnityEngine
+{
+
+// Script interface for [[wiki:class-Light|light components]].
+CLASS Light : Behaviour
+ // The type of the light.
+ AUTO_PROP LightType type GetType SetType
+
+ // The color of the light.
+ AUTO_PROP Color color GetColor SetColor
+
+ // The Intensity of a light is multiplied with the Light color.
+ AUTO_PROP float intensity GetIntensity SetIntensity
+
+ // How this light casts shadows?
+ AUTO_PROP LightShadows shadows GetShadows SetShadows
+
+
+ // Strength of light's shadows
+ AUTO_PROP float shadowStrength GetShadowStrength SetShadowStrength
+
+
+ // Shadow mapping bias
+ AUTO_PROP float shadowBias GetShadowBias SetShadowBias
+
+
+ // Softness of directional light's soft shadows
+ AUTO_PROP float shadowSoftness GetShadowSoftness SetShadowSoftness
+
+
+ // Fadeout speed of directional light's soft shadows
+ AUTO_PROP float shadowSoftnessFade GetShadowSoftnessFade SetShadowSoftnessFade
+
+
+
+ // The range of the light.
+ AUTO_PROP float range GetRange SetRange
+
+ // The angle of the light's spotlight cone in degrees.
+ AUTO_PROP float spotAngle GetSpotAngle SetSpotAngle
+
+ AUTO_PROP float cookieSize GetCookieSize SetCookieSize
+
+ // The cookie texture projected by the light.
+ AUTO_PTR_PROP Texture cookie GetCookie SetCookie
+
+ // The [[wiki:class-Flare|flare asset]] to use for this light.
+ AUTO_PTR_PROP Flare flare GetFlare SetFlare
+
+ // How to render the light.
+ AUTO_PROP LightRenderMode renderMode GetRenderMode SetRenderMode
+
+ // Has the light been already lightmapped.
+ AUTO_PROP bool alreadyLightmapped GetActuallyLightmapped SetActuallyLightmapped
+
+
+ // This is used to light certain objects in the scene selectively.
+ AUTO_PROP int cullingMask GetCullingMask SetCullingMask
+
+ // The size of the area light. Editor only.
+ CONDITIONAL UNITY_EDITOR
+ AUTO_PROP Vector2 areaSize GetAreaSize SetAreaSize
+
+ FLUSHCONDITIONS
+
+ CSRAW
+#if UNITY_EDITOR
+ OBSOLETE warning Use QualitySettings.pixelLightCount instead.
+#endif
+ CUSTOM_PROP static int pixelLightCount { return GetQualitySettings().GetCurrent().pixelLightCount; } { GetQualitySettings().SetPixelLightCount(value); }
+
+ //*undocumented For terrain engine only
+ CUSTOM public static Light[] GetLights (LightType type, int layer)
+ {
+ UNITY_TEMP_VECTOR(Light*) lightsvector;
+
+ layer = 1 << layer;
+ LightManager::Lights& lights = GetLightManager().GetAllLights();
+ for (LightManager::Lights::iterator i=lights.begin();i != lights.end();i++)
+ {
+ Light* light = &*i;
+ if (!light)
+ continue;
+ if (light->GetType() == type && (light->GetCullingMask() & layer) != 0)
+ lightsvector.push_back(light);
+ }
+
+ return CreateScriptingArrayFromUnityObjects(lightsvector,Scripting::ClassIDToScriptingType(ClassID(Light)));
+ }
+
+ OBSOLETE error light.shadowConstantBias was removed, use light.shadowBias
+ CSRAW public float shadowConstantBias { get { return 0.0f; } set {} }
+
+ OBSOLETE error light.shadowObjectSizeBias was removed, use light.shadowBias
+ CSRAW public float shadowObjectSizeBias { get { return 0.0f; } set {} }
+
+ OBSOLETE error light.attenuate was removed; all lights always attenuate now
+ CSRAW public bool attenuate { get { return true; } set {} }
+
+END
+
+
+CSRAW }