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Rename LightOccluder2D light_mask to occluder_light_mask

Aaron Franke 4 years ago
parent
commit
1b499d244a
2 changed files with 5 additions and 5 deletions
  1. 3 3
      doc/classes/LightOccluder2D.xml
  2. 2 2
      scene/2d/light_occluder_2d.cpp

+ 3 - 3
doc/classes/LightOccluder2D.xml

@@ -12,12 +12,12 @@
 	<methods>
 	</methods>
 	<members>
-		<member name="light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
-			The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
-		</member>
 		<member name="occluder" type="OccluderPolygon2D" setter="set_occluder_polygon" getter="get_occluder_polygon">
 			The [OccluderPolygon2D] used to compute the shadow.
 		</member>
+		<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
+			The LightOccluder2D's occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
+		</member>
 		<member name="sdf_collision" type="bool" setter="set_as_sdf_collision" getter="is_set_as_sdf_collision" default="true">
 		</member>
 	</members>

+ 2 - 2
scene/2d/light_occluder_2d.cpp

@@ -238,7 +238,7 @@ Ref<OccluderPolygon2D> LightOccluder2D::get_occluder_polygon() const {
 
 void LightOccluder2D::set_occluder_light_mask(int p_mask) {
 	mask = p_mask;
-	RS::get_singleton()->canvas_light_occluder_set_light_mask(occluder, mask);
+	RS::get_singleton()->canvas_light_occluder_set_light_mask(occluder, p_mask);
 }
 
 int LightOccluder2D::get_occluder_light_mask() const {
@@ -285,7 +285,7 @@ void LightOccluder2D::_bind_methods() {
 
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "occluder", PROPERTY_HINT_RESOURCE_TYPE, "OccluderPolygon2D"), "set_occluder_polygon", "get_occluder_polygon");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sdf_collision"), "set_as_sdf_collision", "is_set_as_sdf_collision");
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_occluder_light_mask", "get_occluder_light_mask");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "occluder_light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_occluder_light_mask", "get_occluder_light_mask");
 }
 
 LightOccluder2D::LightOccluder2D() {