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| | LightSource (ContentXElement element, ISerializableEntity conditionalTarget=null) |
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| | LightSource (LightSourceParams lightSourceParams) |
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| | LightSource (Vector2 position, float range, Color color, Submarine submarine, bool addLight=true) |
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| void | Update (float time) |
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| void | RayCastTask (Vector2 drawPos, float rotation) |
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| void | DrawSprite (SpriteBatch spriteBatch, Camera cam) |
| | Draws the optional "light sprite", just a simple sprite with no shadows More...
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| void | CheckConditionals () |
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| void | DebugDrawVertices (SpriteBatch spriteBatch) |
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| void | DrawLightVolume (SpriteBatch spriteBatch, BasicEffect lightEffect, Matrix transform, bool allowRecalculation, ref int recalculationCount) |
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| void | Reset () |
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| void | Remove () |
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| bool | CastShadows [get, set] |
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| bool? | NeedsRecalculation [get, set] |
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| float | LastRecalculationTime [get] |
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| LightSourceParams | LightSourceParams [get] |
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| Vector2 | Position [get, set] |
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| float | Rotation [get, set] |
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| Vector2 | SpriteScale [get, set] |
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| float? | OverrideLightSpriteAlpha [get, set] |
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| Vector2? | WorldPosition [get] |
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| static Texture2D | LightTexture [get] |
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| Sprite | OverrideLightTexture [get] |
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| Sprite | LightSprite [get] |
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| Color | Color [get, set] |
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| float | CurrentBrightness [get] |
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| float | Range [get, set] |
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| Vector2 | LightTextureTargetSize [get, set] |
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| Vector2 | LightTextureOffset [get, set] |
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| Vector2 | LightTextureScale = Vector2.One [get, set] |
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| float | TextureRange [get] |
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| bool | IsBackground [get, set] |
| | Background lights are drawn behind submarines and they don't cast shadows. More...
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| PhysicsBody | ParentBody [get, set] |
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| DeformableSprite | DeformableLightSprite [get] |
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Definition at line 199 of file LightSource.cs.
◆ LightSource() [1/3]
◆ LightSource() [2/3]
◆ LightSource() [3/3]
| Barotrauma.Lights.LightSource.LightSource |
( |
Vector2 |
position, |
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float |
range, |
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Color |
color, |
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Submarine |
submarine, |
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bool |
addLight = true |
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) |
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◆ CheckConditionals()
| void Barotrauma.Lights.LightSource.CheckConditionals |
( |
| ) |
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◆ DebugDrawVertices()
| void Barotrauma.Lights.LightSource.DebugDrawVertices |
( |
SpriteBatch |
spriteBatch | ) |
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◆ DrawLightVolume()
| void Barotrauma.Lights.LightSource.DrawLightVolume |
( |
SpriteBatch |
spriteBatch, |
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BasicEffect |
lightEffect, |
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Matrix |
transform, |
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bool |
allowRecalculation, |
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ref int |
recalculationCount |
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) |
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◆ DrawSprite()
| void Barotrauma.Lights.LightSource.DrawSprite |
( |
SpriteBatch |
spriteBatch, |
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Camera |
cam |
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) |
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Draws the optional "light sprite", just a simple sprite with no shadows
- Parameters
-
Definition at line 1284 of file LightSource.cs.
◆ RayCastTask()
| void Barotrauma.Lights.LightSource.RayCastTask |
( |
Vector2 |
drawPos, |
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float |
rotation |
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) |
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◆ Remove()
| void Barotrauma.Lights.LightSource.Remove |
( |
| ) |
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◆ Reset()
| void Barotrauma.Lights.LightSource.Reset |
( |
| ) |
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◆ Update()
| void Barotrauma.Lights.LightSource.Update |
( |
float |
time | ) |
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◆ Enabled
| bool Barotrauma.Lights.LightSource.Enabled = true |
◆ HullsUpToDate
◆ LightSpriteEffect
| SpriteEffects Barotrauma.Lights.LightSource.LightSpriteEffect |
◆ ParentSub
| Submarine Barotrauma.Lights.LightSource.ParentSub |
◆ Priority
| float Barotrauma.Lights.LightSource.Priority |
◆ PriorityMultiplier
| float Barotrauma.Lights.LightSource.PriorityMultiplier = 1.0f |
◆ texture
| Texture2D Barotrauma.Lights.LightSource.texture |
◆ CastShadows
| bool Barotrauma.Lights.LightSource.CastShadows |
|
getset |
◆ Color
| Color Barotrauma.Lights.LightSource.Color |
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getset |
◆ CurrentBrightness
| float Barotrauma.Lights.LightSource.CurrentBrightness |
|
get |
◆ DeformableLightSprite
◆ IsBackground
| bool Barotrauma.Lights.LightSource.IsBackground |
|
getset |
Background lights are drawn behind submarines and they don't cast shadows.
Definition at line 441 of file LightSource.cs.
◆ LastRecalculationTime
| float Barotrauma.Lights.LightSource.LastRecalculationTime |
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get |
◆ LightSourceParams
◆ LightSprite
| Sprite Barotrauma.Lights.LightSource.LightSprite |
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get |
◆ LightTexture
| Texture2D Barotrauma.Lights.LightSource.LightTexture |
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staticget |
◆ LightTextureOffset
| Vector2 Barotrauma.Lights.LightSource.LightTextureOffset |
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getset |
◆ LightTextureScale
| Vector2 Barotrauma.Lights.LightSource.LightTextureScale = Vector2.One |
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getset |
◆ LightTextureTargetSize
| Vector2 Barotrauma.Lights.LightSource.LightTextureTargetSize |
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getset |
◆ NeedsRecalculation
| bool? Barotrauma.Lights.LightSource.NeedsRecalculation |
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getset |
◆ OverrideLightSpriteAlpha
| float? Barotrauma.Lights.LightSource.OverrideLightSpriteAlpha |
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getset |
◆ OverrideLightTexture
| Sprite Barotrauma.Lights.LightSource.OverrideLightTexture |
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get |
◆ ParentBody
◆ Position
| Vector2 Barotrauma.Lights.LightSource.Position |
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getset |
◆ Range
| float Barotrauma.Lights.LightSource.Range |
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getset |
◆ Rotation
| float Barotrauma.Lights.LightSource.Rotation |
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getset |
◆ SpriteScale
| Vector2 Barotrauma.Lights.LightSource.SpriteScale |
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getset |
◆ TextureRange
| float Barotrauma.Lights.LightSource.TextureRange |
|
get |
◆ WorldPosition
| Vector2? Barotrauma.Lights.LightSource.WorldPosition |
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get |