WuhuIslandTesting/Library/PackageCache/com.unity.render-pipelines.universal@8148.0.7-4/Runtime/2D/Light2DShape.cs
2025-01-07 02:06:59 +01:00

57 lines
2 KiB
C#

namespace UnityEngine.Rendering.Universal
{
public sealed partial class Light2D
{
[SerializeField] int m_ShapeLightParametricSides = 5;
[SerializeField] float m_ShapeLightParametricAngleOffset = 0.0f;
[SerializeField] float m_ShapeLightParametricRadius = 1.0f;
[SerializeField] float m_ShapeLightFalloffSize = 0.50f;
[SerializeField] Vector2 m_ShapeLightFalloffOffset = Vector2.zero;
[SerializeField] Vector3[] m_ShapePath = null;
float m_PreviousShapeLightFalloffSize = -1;
int m_PreviousShapeLightParametricSides = -1;
float m_PreviousShapeLightParametricAngleOffset = -1;
float m_PreviousShapeLightParametricRadius = -1;
int m_PreviousShapePathHash = -1;
LightType m_PreviousLightType = LightType.Parametric;
/// <summary>
/// The number of sides in the parametric shape.
/// </summary>
public int shapeLightParametricSides => m_ShapeLightParametricSides;
/// <summary>
/// The offset of the shape from the light's origin.
/// </summary>
public float shapeLightParametricAngleOffset => m_ShapeLightParametricAngleOffset;
/// <summary>
/// The size of the shape.
/// </summary>
public float shapeLightParametricRadius
{
get { return m_ShapeLightParametricRadius; }
internal set { m_ShapeLightParametricRadius = value; }
}
/// <summary>
/// The size of the fall-off area. Bigger value corresponds to bigger fall off size.
/// </summary>
public float shapeLightFalloffSize => m_ShapeLightFalloffSize;
/// <summary>
/// Returns the path that represents the shape light. Values are in object space.
/// </summary>
public Vector3[] shapePath
{
get { return m_ShapePath; }
internal set { m_ShapePath = value; }
}
internal void SetShapePath(Vector3[] path)
{
m_ShapePath = path;
}
}
}