REDNODE / GAME API

gameLightComponent

classnative

extends LightComponent › IVisualComponent › IPlacedComponent › IComponent › IScriptable › ISerializable

Extended by 1 type

vehicleLightComponent

Properties 17

NameTypeFlags
colliderNameCNameoverriding
colliderTagCNameoverriding
destructionEffectraRef<worldEffect>overriding
emissiveOnlyBooloverriding
genericCurveSetOverriderRef<CurveSet>overriding
isDestructibleBooloverriding
loopCurveCNameoverriding
loopTimeFloatoverriding
materialZonegameEMaterialZoneoverriding
meshBrokenAppearanceCNameoverriding
onStrengthFloatoverriding
synchronizedLoopBooloverriding
turnOffCurveCNameoverriding
turnOffTimeFloatoverriding
turnOnByDefaultBooloverriding
turnOnCurveCNameoverriding
turnOnTimeFloatoverriding

Methods 26

native func Destroy(opt forceDestroy: Bool, opt skipVFX: Bool)
native func GetCurrentSettings() -> gameLightSettings
native func GetDefaultSettings() -> gameLightSettings
native func GetOnStrength() -> Bool
native func GetTurnOffCurve() -> CName
native func GetTurnOffTime() -> Float
native func GetTurnOnCurve() -> CName
native func GetTurnOnTime() -> Float
native func IsDestroyed() -> Bool
native func IsDestructible() -> Bool
native func IsOn() -> Bool
protected cb func OnAdvanceChangeLight(evt: ref<AdvanceChangeLightEvent>) -> Boolscripted
protected cb func OnChangeCurveEvent(evt: ref<ChangeCurveEvent>) -> Boolscripted
protected cb func OnChangeLight(evt: ref<ChangeLightEvent>) -> Boolscripted
protected cb func OnChangeLightByName(evt: ref<ChangeLightByNameEvent>) -> Boolscripted
protected cb func OnToggleLight(evt: ref<ToggleLightEvent>) -> Boolscripted
protected cb func OnToggleLightByName(evt: ref<ToggleLightByNameEvent>) -> Boolscripted
native func SetAngles(innerAngle: Float, outerAngle: Float, opt inTime: Float)
native func SetColor(color: Color, opt inTime: Float)
native func SetDestructible(isDestructible: Bool)
native func SetIntensity(intensity: Float, opt inTime: Float)
native func SetParameters(settings: gameLightSettings, opt inTime: Float, opt interpolationCurve: CName, opt loop: Bool)
native func SetRadius(radius: Float, opt inTime: Float)
native func SetStrength(strength: Float, opt inTime: Float)
private final func SetupLightSettings(inputData: script_ref<EditableGameLightSettings>, out outputData: gameLightSettings)scripted
native func ToggleLight(on: Bool, opt loop: Bool)