Light.cs 3.7 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Runtime.CompilerServices;
  5. using System.Text;
  6. namespace BansheeEngine
  7. {
  8. public class Light : Component
  9. {
  10. private LightInternal internalLight;
  11. [SerializeField]
  12. private SerializableData serializableData = new SerializableData();
  13. internal LightInternal Internal
  14. {
  15. get { return internalLight; }
  16. }
  17. internal Vector3 Position
  18. {
  19. get { return internalLight.Position; }
  20. set { internalLight.Position = value; serializableData.position = value; }
  21. }
  22. internal Quaternion Rotation
  23. {
  24. get { return internalLight.Rotation; }
  25. set { internalLight.Rotation = value; serializableData.rotation = value; }
  26. }
  27. internal LightType Type
  28. {
  29. get { return internalLight.Type; }
  30. set { internalLight.Type = value; serializableData.type = value; }
  31. }
  32. internal Color Color
  33. {
  34. get { return internalLight.Color; }
  35. set { internalLight.Color = value; serializableData.color = value; }
  36. }
  37. internal float Range
  38. {
  39. get { return internalLight.Range; }
  40. set { internalLight.Range = value; serializableData.range = value; }
  41. }
  42. internal float LuminousFlux
  43. {
  44. get { return internalLight.LuminousFlux; }
  45. set { internalLight.LuminousFlux = value; serializableData.luminousFlux = value; }
  46. }
  47. internal Degree SpotAngle
  48. {
  49. get { return internalLight.SpotAngle; }
  50. set { internalLight.SpotAngle = value; serializableData.spotAngle = value; }
  51. }
  52. internal bool CastsShadow
  53. {
  54. get { return internalLight.CastsShadow; }
  55. set { internalLight.CastsShadow = value; serializableData.castShadows = value; }
  56. }
  57. private void OnInitialize()
  58. {
  59. serializableData.position = Vector3.zero;
  60. serializableData.rotation = Quaternion.identity;
  61. serializableData.color = Color.White;
  62. serializableData.spotAngle = new Degree(45);
  63. serializableData.range = 10.0f;
  64. serializableData.luminousFlux = 100.0f;
  65. serializableData.type = LightType.Point;
  66. serializableData.castShadows = false;
  67. }
  68. private void OnReset()
  69. {
  70. if (internalLight != null)
  71. internalLight.OnDestroy();
  72. internalLight = new LightInternal(SceneObject);
  73. // Restore saved values after reset
  74. internalLight.Position = serializableData.position;
  75. internalLight.Rotation = serializableData.rotation;
  76. internalLight.Color = serializableData.color;
  77. internalLight.SpotAngle = serializableData.spotAngle;
  78. internalLight.Range = serializableData.range;
  79. internalLight.LuminousFlux = serializableData.luminousFlux;
  80. internalLight.Type = serializableData.type;
  81. internalLight.CastsShadow = serializableData.castShadows;
  82. }
  83. private void Update()
  84. {
  85. }
  86. private void OnDestroy()
  87. {
  88. internalLight.OnDestroy();
  89. }
  90. [SerializeObject]
  91. private struct SerializableData
  92. {
  93. public Vector3 position;
  94. public Quaternion rotation;
  95. public Color color;
  96. public Degree spotAngle;
  97. public float range;
  98. public float luminousFlux;
  99. public LightType type;
  100. public bool castShadows;
  101. }
  102. }
  103. }