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    Class Light

    Base class for all light types.

    Inheritance
    System.Object
    Object
    SceneObject
    Actor
    Light
    LightWithShadow
    SkyLight
    Implements
    ISerializable
    Inherited Members
    Actor.SetLayerRecursive(Int32)
    Actor.SetLayerNameRecursive(String)
    Actor.HasTag()
    Actor.HasTag(Tag)
    Actor.HasTag(String)
    Actor.AddTag(Tag)
    Actor.AddTagRecursive(Tag)
    Actor.RemoveTag(Tag)
    Actor.SetParent(Actor, Boolean, Boolean)
    Actor.GetChild(Int32)
    Actor.GetChild(String)
    Actor.GetChild(Type)
    Actor.GetChildren(Type)
    Actor.DestroyChildren(Single)
    Actor.GetScript(Int32)
    Actor.GetScript(Type)
    Actor.GetScripts(Type)
    Actor.AddMovement(Vector3)
    Actor.AddMovement(Vector3, Quaternion)
    Actor.GetWorldToLocalMatrix(Matrix)
    Actor.GetLocalToWorldMatrix(Matrix)
    Actor.OnDebugDraw()
    Actor.OnDebugDrawSelected()
    Actor.GetPrefabRoot()
    Actor.FindActor(String)
    Actor.FindActor(Type, Boolean)
    Actor.FindActor(Type, String)
    Actor.FindActor(Type, Tag, Boolean)
    Actor.FindScript(Type)
    Actor.HasActorInHierarchy(Actor)
    Actor.HasActorInChildren(Actor)
    Actor.IntersectsItself(Ray, Single, Vector3)
    Actor.Intersects(Ray, Single, Vector3)
    Actor.LookAt(Vector3)
    Actor.LookAt(Vector3, Vector3)
    Actor.LookingAt(Vector3)
    Actor.LookingAt(Vector3, Vector3)
    Actor.ToBytes(Actor[])
    Actor.FromBytes(Byte[])
    Actor.FromBytes(Byte[], Dictionary<Guid, Guid>)
    Actor.TryGetSerializedObjectsIds(Byte[])
    Actor.ToJson()
    Actor.FromJson(String)
    Actor.Clone()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.OnParentChanged()
    Actor.OnTransformChanged()
    Actor.OnActiveChanged()
    Actor.OnActiveInTreeChanged()
    Actor.OnOrderInParentChanged()
    Actor.OnStaticFlagsChanged()
    Actor.OnLayerChanged()
    Actor.OnBeginPlay()
    Actor.OnEndPlay()
    Actor.AddStaticFlags(StaticFlags)
    Actor.RemoveStaticFlags(StaticFlags)
    Actor.SetStaticFlag(StaticFlags, Boolean)
    Actor.HasStaticFlag(StaticFlags)
    Actor.ResetLocalTransform()
    Actor.AddChild(Type)
    Actor.AddChild<T>()
    Actor.GetChild<T>()
    Actor.TryGetChild<T>(T)
    Actor.GetOrAddChild<T>()
    Actor.AddScript(Type)
    Actor.AddScript<T>()
    Actor.GetScript<T>()
    Actor.TryGetScript<T>(T)
    Actor.FindScript<T>()
    Actor.FindActor<T>(Boolean)
    Actor.FindActor<T>(String)
    Actor.FindActor<T>(Tag, Boolean)
    Actor.GetChildren<T>()
    Actor.GetScripts<T>()
    Actor.RotateAround(Vector3, Vector3, Single, Boolean)
    Actor.ToString()
    Actor.Children
    Actor.Tags
    Actor.Layer
    Actor.Name
    Actor.IsActive
    Actor.StaticFlags
    Actor.PerInstanceRandom
    Actor.LocalPosition
    Actor.LocalOrientation
    Actor.LocalScale
    Actor.Sphere
    Actor.Box
    Actor.BoxWithChildren
    Actor.EditorBox
    Actor.EditorBoxChildren
    Actor.HasContentLoaded
    Actor.IsPrefabRoot
    Actor.IsStatic
    Actor.IsTransformStatic
    Actor.WorldToLocalMatrix
    Actor.LocalToWorldMatrix
    SceneObject.SetParent(Actor, Boolean)
    SceneObject.LinkPrefab(Guid, Guid)
    SceneObject.BreakPrefabLink()
    SceneObject.GetNamePath(Char)
    SceneObject.IsDuringPlay
    SceneObject.HasParent
    SceneObject.HasPrefabLink
    SceneObject.PrefabID
    SceneObject.PrefabObjectID
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [Unmanaged]
    public abstract class Light : Actor, ISerializable

    Constructors

    Light()

    Initializes a new instance of the Light.

    Declaration
    protected Light()

    Properties

    Brightness

    Brightness of the light

    Declaration
    [EditorOrder(30)]
    [EditorDisplay("Light", null)]
    [Limit(0F, 1E+08F, 0.1F)]
    [Unmanaged]
    public float Brightness { get; set; }
    Property Value
    System.Single

    CastVolumetricShadow

    Toggles whether or not to cast a volumetric shadow for lights contributing to Volumetric Fog. Also shadows casting by this light should be enabled in order to make it cast volumetric fog shadow.

    Declaration
    [EditorOrder(120)]
    [EditorDisplay("Volumetric Fog", "Cast Shadow")]
    [Unmanaged]
    public bool CastVolumetricShadow { get; set; }
    Property Value
    System.Boolean

    Color

    Color of the light

    Declaration
    [EditorOrder(20)]
    [EditorDisplay("Light", null)]
    [Unmanaged]
    public Color Color { get; set; }
    Property Value
    Color

    IndirectLightingIntensity

    Controls how much this light will contribute indirect lighting. When set to 0, there is no GI from the light. The default value is 1.

    Declaration
    [EditorOrder(40)]
    [Limit(0F, 100F, 0.1F)]
    [EditorDisplay("Light", "Indirect Lighting Intensity")]
    [Unmanaged]
    public float IndirectLightingIntensity { get; set; }
    Property Value
    System.Single

    ViewDistance

    Controls light visibility range. The distance at which the light becomes completely faded (blend happens on the last 10% of that range). Use a value of 0 to always draw light.

    Declaration
    [EditorOrder(35)]
    [Limit(0F, 3.40282347E+38F, 10F)]
    [EditorDisplay("Light", null)]
    [Unmanaged]
    public float ViewDistance { get; set; }
    Property Value
    System.Single

    VolumetricScatteringIntensity

    Controls how much this light will contribute to the Volumetric Fog. When set to 0, there is no contribution.

    Declaration
    [EditorOrder(110)]
    [Limit(0F, 100F, 0.01F)]
    [EditorDisplay("Volumetric Fog", "Scattering Intensity")]
    [Unmanaged]
    public float VolumetricScatteringIntensity { get; set; }
    Property Value
    System.Single

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.RawClone<T>(T)
    In This Article
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