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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
94 lines
4.9 KiB
XML
94 lines
4.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Light2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Casts light in a 2D environment.
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</brief_description>
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<description>
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Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
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[b]Note:[/b] Light2D can also be used as a mask.
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</description>
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<tutorials>
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<link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
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</tutorials>
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<methods>
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<method name="get_height" qualifiers="const">
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<return type="float" />
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<description>
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</description>
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</method>
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<method name="set_height">
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<return type="void" />
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<argument index="0" name="height" type="float" />
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<description>
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</description>
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</method>
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</methods>
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<members>
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<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="Light2D.BlendMode" default="0">
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The Light2D's blend mode. See [enum BlendMode] constants for values.
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</member>
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<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
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The Light2D's [Color].
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</member>
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<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
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If [code]true[/code], Light2D will only appear when editing the scene.
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</member>
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<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
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If [code]true[/code], Light2D will emit light.
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</member>
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<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
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The Light2D's energy value. The larger the value, the stronger the light.
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</member>
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<member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask" default="1">
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The layer mask. Only objects with a matching mask will be affected by the Light2D.
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</member>
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<member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max" default="0">
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Maximum layer value of objects that are affected by the Light2D.
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</member>
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<member name="range_layer_min" type="int" setter="set_layer_range_min" getter="get_layer_range_min" default="0">
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Minimum layer value of objects that are affected by the Light2D.
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</member>
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<member name="range_z_max" type="int" setter="set_z_range_max" getter="get_z_range_max" default="1024">
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Maximum [code]z[/code] value of objects that are affected by the Light2D.
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</member>
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<member name="range_z_min" type="int" setter="set_z_range_min" getter="get_z_range_min" default="-1024">
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Minimum [code]z[/code] value of objects that are affected by the Light2D.
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</member>
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<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(0, 0, 0, 0)">
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[Color] of shadows cast by the Light2D.
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</member>
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<member name="shadow_enabled" type="bool" setter="set_shadow_enabled" getter="is_shadow_enabled" default="false">
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If [code]true[/code], the Light2D will cast shadows.
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</member>
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<member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter" default="0">
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Shadow filter type. See [enum ShadowFilter] for possible values.
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</member>
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<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth" default="0.0">
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Smoothing value for shadows.
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</member>
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<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1">
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The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows.
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</member>
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</members>
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<constants>
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<constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter">
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No filter applies to the shadow map. See [member shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF5" value="1" enum="ShadowFilter">
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Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter">
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Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter].
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</constant>
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<constant name="BLEND_MODE_ADD" value="0" enum="BlendMode">
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Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
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</constant>
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<constant name="BLEND_MODE_SUB" value="1" enum="BlendMode">
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Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
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</constant>
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<constant name="BLEND_MODE_MIX" value="2" enum="BlendMode">
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Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
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</constant>
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</constants>
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</class>
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