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