/// <summary> /// Set light intensity /// </summary> protected virtual void SetLightIntensity(LightIntensity intensity) { foreach (var light in Devices.OfType <ILight>()) { light.Intensity = intensity; } }
protected override LightIntensity SetIntensity(LightIntensity intensity) { foreach (var spotGroup in SpotGroups) { spotGroup.Intensity = intensity; } return(intensity); }
/// <summary> /// Normal constructor. Should not be called directly, but rather the SceneManager.CreateLight method should be used. /// </summary> /// <param name="name"></param> public TextureLight(string name, BspSceneManager creator) : base(name) { this.creator = creator; isTextureLight = true; diffuse = ColorEx.White; textureColor = ColorEx.White; intensity = LightIntensity.Normal; priority = 100; }
public void UseLights(LightIntensity intensity = LightIntensity.Short) { if (intensity == LightIntensity.Short) { } else { } }
/// <summary> /// Normal constructor. Should not be called directly, but rather the SceneManager.CreateLight method should be used. /// </summary> /// <param name="name"></param> public TextureLight(string name, BspSceneManager creator) : base(name) { this.creator = creator; isTextureLight = true; diffuse = ColorEx.White; textureColor = ColorEx.White; intensity = LightIntensity.Normal; priority = 100; }
public void UseLights(LightIntensity intensity) { }
public void UseLights(LightIntensity intensity) { throw new NotImplementedException(); }
public void Switch(bool on) { Intensity = on ? LightIntensity.Dimmed(MaxThreshold) : LightIntensity.Off; }
/// <summary> /// Set new light intensity in the real world /// </summary> /// <param name="intensity">The desired intensity</param> /// <returns>The resulting intensity</returns> protected abstract LightIntensity SetIntensity(LightIntensity intensity);
public async Task <AmbientLightResponse> GetLightIntensityAsync() => await LightIntensity.CastTask <AmbientLightResponse>();
public void DimmLights(int intensity) { Intensity = LightIntensity.Dimmed(intensity); }