/// <summary> /// Easy static function for creating 2D lights. /// </summary> /// <param name="_position">Sets the position of the created light</param> /// <param name="_lightMaterial">Sets the Material of the light</param> /// <param name="_lightColor">Sets the color of the created light</param> /// <param name="_lightRadius">Sets the radius of the created light. [If Directional this is equal to LightBeamSize]</param> /// <param name="_lightConeAngle">Sets the cone angle of the light. [If Directional this is equal to LightBeamRange]</param> /// <param name="_lightDetail">Sets the detail of the light</param> /// <param name="_useEvents">If 'TRUE' event messages will be sent.</param> /// <param name="_lightType">Sets what type of light will be rendered. [Directional, Radial, Shadow]</param> /// <returns>Returns the created Light2D object, NOT the gameobject.</returns> public static Light2D Create(Vector3 _position, Material _lightMaterial, Color _lightColor, float _lightRadius = 1, int _lightConeAngle = 360, LightDetailSetting _lightDetail = LightDetailSetting.Rays_500, bool _useEvents = false, LightTypeSetting _lightType = LightTypeSetting.Radial) { GameObject obj = new GameObject("New 2D-" + _lightType.ToString()); obj.transform.position = _position; Light2D l2D = obj.AddComponent<Light2D>(); l2D.LightMaterial = _lightMaterial; l2D.LightColor = _lightColor; l2D.LightDetail = _lightDetail; if (_lightType != Light2D.LightTypeSetting.Directional) { l2D.LightRadius = _lightRadius; l2D.LightConeAngle = _lightConeAngle; } else { l2D.LightBeamSize = _lightRadius; l2D.LightBeamRange = _lightConeAngle; } l2D.ShadowLayer = -1; l2D.EnableEvents = _useEvents; l2D.LightType = _lightType; return l2D; }
/// <summary> /// Easy static function for creating 2D lights. /// </summary> /// <param name="_position">Sets the position of the created light</param> /// <param name="_lightColor">Sets the color of the created light</param> /// <param name="_lightRadius">Sets the radius of the created light</param> /// <param name="_lightConeAngle">Sets the cone angle of the light</param> /// <param name="_lightDetail">Sets the detail of the light</param> /// <param name="_useEvents">If 'TRUE' event messages will be sent.</param> /// <param name="_lightType">Sets what type of light will be rendered. [Directional, Radial, Shadow]</param> /// <returns>Returns the created Light2D object, NOT the gameobject.</returns> public static Light2D Create(Vector3 _position, Color _lightColor, float _lightRadius = 1, int _lightConeAngle = 360, LightDetailSetting _lightDetail = LightDetailSetting.Rays_500, bool _useEvents = false, LightTypeSetting _lightType = LightTypeSetting.Radial) { return Create(_position, (Material)Resources.Load("RadialLight"), _lightColor, _lightRadius, _lightConeAngle, _lightDetail, _useEvents, _lightType); }
/// <summary> /// Easy static function for creating 2D lights. /// </summary> /// <param name="_position">Sets the position of the created light</param> /// <param name="_lightMaterial">Sets the Material of the light</param> /// <param name="_lightColor">Sets the color of the created light</param> /// <param name="_lightRadius">Sets the radius of the created light</param> /// <param name="_lightConeAngle">Sets the cone angle of the light</param> /// <param name="_lightDetail">Sets the detail of the light</param> /// <param name="_useEvents">If 'TRUE' event messages will be sent.</param> /// <param name="_isShadow">If 'TRUE' light will be inverted to generate shadow mesh.</param> /// <returns>Returns the created Light2D object, NOT the gameobject.</returns> public static Light2D Create(Vector3 _position, Material _lightMaterial, Color _lightColor, float _lightRadius = 1, int _lightConeAngle = 360, LightDetailSetting _lightDetail = LightDetailSetting.Rays_500, bool _useEvents = false, bool _isShadow = false) { GameObject obj = new GameObject("New Light"); obj.transform.position = _position; Light2D l2D = obj.AddComponent <Light2D>(); l2D.LightMaterial = _lightMaterial; l2D.LightColor = _lightColor; l2D.LightDetail = _lightDetail; l2D.LightRadius = _lightRadius; l2D.LightConeAngle = _lightConeAngle; l2D.ShadowLayer = -1; l2D.EnableEvents = _useEvents; l2D.IsShadowEmitter = _isShadow; return(l2D); }
public static Light2D Create(Vector3 position, Material lightMaterial, Color lightColor, float lightRadius, float sweepStart, int sweepSize, LightDetailSetting detailSetting) { GameObject go = new GameObject("Created Light"); go.transform.position = position; Light2D nLight = go.AddComponent <Light2D>(); nLight.lightMaterial = lightMaterial; nLight.lightColor = lightColor; nLight.lightRadius = lightRadius; nLight.sweepStart = sweepStart; nLight.sweepSize = sweepSize; nLight.lightDetail = detailSetting; return(nLight); }
/// <summary> /// Easy static function for creating 2D lights. /// </summary> /// <param name="_position">Sets the position of the created light</param> /// <param name="_lightColor">Sets the color of the created light</param> /// <param name="_lightRadius">Sets the radius of the created light</param> /// <param name="_lightConeAngle">Sets the cone angle of the light</param> /// <param name="_lightDetail">Sets the detail of the light</param> /// <param name="_useEvents">If 'TRUE' event messages will be sent.</param> /// <param name="_isShadow">If 'TRUE' light will be inverted to generate shadow mesh.</param> /// <returns>Returns the created Light2D object, NOT the gameobject.</returns> public static Light2D Create(Vector3 _position, Color _lightColor, float _lightRadius = 1, int _lightConeAngle = 360, LightDetailSetting _lightDetail = LightDetailSetting.Rays_500, bool _useEvents = false, bool _isShadow = false) { return(Create(_position, (Material)Resources.Load("RadialLight"), _lightColor, _lightRadius, _lightConeAngle, _lightDetail, _useEvents, _isShadow)); }