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PixelJumperHero/Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/2D/Light2DShape.cs
2021-06-13 10:28:03 +02:00

36 lines
1.7 KiB
C#

namespace UnityEngine.Experimental.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;
public int shapeLightParametricSides => m_ShapeLightParametricSides;
public float shapeLightParametricAngleOffset => m_ShapeLightParametricAngleOffset;
public float shapeLightParametricRadius => m_ShapeLightParametricRadius;
public float shapeLightFalloffSize => m_ShapeLightFalloffSize;
public Vector3[] shapePath
{
get { return m_ShapePath; }
internal set { m_ShapePath = value; }
}
internal void SetShapePath(Vector3[] path)
{
m_ShapePath = path;
}
}
}