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Diffstat (limited to 'Runtime/Export/UnityEngineLight.txt')
-rw-r--r-- | Runtime/Export/UnityEngineLight.txt | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/Runtime/Export/UnityEngineLight.txt b/Runtime/Export/UnityEngineLight.txt new file mode 100644 index 0000000..5880e58 --- /dev/null +++ b/Runtime/Export/UnityEngineLight.txt @@ -0,0 +1,133 @@ +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 } |