using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Text; namespace BansheeEngine { public class Light : Component { private LightInternal internalLight; [SerializeField] private SerializableData serializableData = new SerializableData(); internal LightInternal Internal { get { return internalLight; } } public Vector3 Position { get { return internalLight.Position; } set { internalLight.Position = value; serializableData.position = value; } } public Quaternion Rotation { get { return internalLight.Rotation; } set { internalLight.Rotation = value; serializableData.rotation = value; } } public LightType Type { get { return internalLight.Type; } set { internalLight.Type = value; serializableData.type = value; } } public Color Color { get { return internalLight.Color; } set { internalLight.Color = value; serializableData.color = value; } } public float Range { get { return internalLight.Range; } set { internalLight.Range = value; serializableData.range = value; } } public float Intensity { get { return internalLight.Intensity; } set { internalLight.Intensity = value; serializableData.intensity = value; } } public Degree SpotAngle { get { return internalLight.SpotAngle; } set { internalLight.SpotAngle = value; serializableData.spotAngle = value; } } public Degree SpotFalloffAngle { get { return internalLight.SpotFalloffAngle; } set { internalLight.SpotFalloffAngle = value; serializableData.spotFalloffAngle = value; } } public bool CastsShadow { get { return internalLight.CastsShadow; } set { internalLight.CastsShadow = value; serializableData.castShadows = value; } } public Sphere Bounds { get { Internal.UpdateTransform(SceneObject); return Internal.Bounds; } } private void OnInitialize() { serializableData.position = Vector3.zero; serializableData.rotation = Quaternion.identity; serializableData.color = Color.White; serializableData.spotAngle = new Degree(45); serializableData.spotFalloffAngle = new Degree(40); serializableData.range = 10.0f; serializableData.intensity = 100.0f; serializableData.type = LightType.Point; serializableData.castShadows = false; } private void OnReset() { if (internalLight != null) internalLight.OnDestroy(); internalLight = new LightInternal(SceneObject); // Restore saved values after reset internalLight.Position = serializableData.position; internalLight.Rotation = serializableData.rotation; internalLight.Color = serializableData.color; internalLight.SpotAngle = serializableData.spotAngle; internalLight.SpotFalloffAngle = serializableData.spotFalloffAngle; internalLight.Range = serializableData.range; internalLight.Intensity = serializableData.intensity; internalLight.Type = serializableData.type; internalLight.CastsShadow = serializableData.castShadows; } private void Update() { } private void OnDestroy() { internalLight.OnDestroy(); } [SerializeObject] private struct SerializableData { public Vector3 position; public Quaternion rotation; public Color color; public Degree spotAngle; public Degree spotFalloffAngle; public float range; public float intensity; public LightType type; public bool castShadows; } } }