gameLightComponent
classnative
extends LightComponent › IVisualComponent › IPlacedComponent › IComponent › IScriptable › ISerializable
Extended by 1 type
Properties 17
| Name | Type | Flags |
|---|---|---|
colliderName | CName | overriding |
colliderTag | CName | overriding |
destructionEffect | raRef<worldEffect> | overriding |
emissiveOnly | Bool | overriding |
genericCurveSetOverride | rRef<CurveSet> | overriding |
isDestructible | Bool | overriding |
loopCurve | CName | overriding |
loopTime | Float | overriding |
materialZone | gameEMaterialZone | overriding |
meshBrokenAppearance | CName | overriding |
onStrength | Float | overriding |
synchronizedLoop | Bool | overriding |
turnOffCurve | CName | overriding |
turnOffTime | Float | overriding |
turnOnByDefault | Bool | overriding |
turnOnCurve | CName | overriding |
turnOnTime | Float | overriding |
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)