class game
LightComponent
game.LightComponent
- 15 properties
- 28 functions
- 1 derived class
Extends ent.LightComponent ent.IVisualComponent ent.IPlacedComponent ent.IComponent IScriptable ISerializable
Derived
Properties
| Property | Type | Offset | |
|---|---|---|---|
emissiveOnly | bool | 0x200 | |
materialZone | game.EMaterialZone | 0x202 | |
meshBrokenAppearance | CName | 0x208 | |
onStrength | float | 0x210 | |
turnOnByDefault | bool | 0x201 | |
turnOnTime | float | 0x214 | |
turnOnCurve | CName | 0x218 | |
turnOffTime | float | 0x220 | |
turnOffCurve | CName | 0x228 | |
loopTime | float | 0x230 | |
loopCurve | CName | 0x238 | |
synchronizedLoop | bool | 0x240 | |
isDestructible | bool | 0x241 | |
colliderName | CName | 0x248 | |
colliderTag | CName | 0x250 |
Functions
void ToggleLight(bool on, bool? loop)RTTIre.Hooks.PlaceVoid( "gameLightComponent", "ToggleLight", (LightComponent_ToggleLight x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_ToggleLight( game.LightComponent self, bool on, bool? loop );void SetParameters(game.LightSettings settings, float? inTime, CName? interpolationCurve, bool? loop)RTTIre.Hooks.PlaceVoid( "gameLightComponent", "SetParameters", (LightComponent_SetParameters x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_SetParameters( game.LightComponent self, game.LightSettings settings, float? inTime, CName? interpolationCurve, bool? loop );void SetStrength(float strength, float? inTime)RTTIre.Hooks.PlaceVoid( "gameLightComponent", "SetStrength", (LightComponent_SetStrength x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_SetStrength( game.LightComponent self, float strength, float? inTime );void SetColor(Color color, float? inTime)RTTIre.Hooks.PlaceVoid( "gameLightComponent", "SetColor", (LightComponent_SetColor x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_SetColor( game.LightComponent self, Color color, float? inTime );void SetRadius(float radius, float? inTime)RTTIre.Hooks.PlaceVoid( "gameLightComponent", "SetRadius", (LightComponent_SetRadius x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_SetRadius( game.LightComponent self, float radius, float? inTime );void SetAngles(float innerAngle, float outerAngle, float? inTime)RTTIre.Hooks.PlaceVoid( "gameLightComponent", "SetAngles", (LightComponent_SetAngles x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_SetAngles( game.LightComponent self, float innerAngle, float outerAngle, float? inTime );void SetIntensity(float intensity, float? inTime)RTTIre.Hooks.PlaceVoid( "gameLightComponent", "SetIntensity", (LightComponent_SetIntensity x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_SetIntensity( game.LightComponent self, float intensity, float? inTime );bool IsOn()RTTIre.Hooks.Place( "gameLightComponent", "IsOn", (LightComponent_IsOn x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_IsOn( game.LightComponent self );void Destroy(bool? forceDestroy, bool? skipVFX)RTTIre.Hooks.PlaceVoid( "gameLightComponent", "Destroy", (LightComponent_Destroy x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_Destroy( game.LightComponent self, bool? forceDestroy, bool? skipVFX );bool IsDestroyed()RTTIre.Hooks.Place( "gameLightComponent", "IsDestroyed", (LightComponent_IsDestroyed x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_IsDestroyed( game.LightComponent self );bool IsDestructible()RTTIre.Hooks.Place( "gameLightComponent", "IsDestructible", (LightComponent_IsDestructible x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_IsDestructible( game.LightComponent self );void SetDestructible(bool isDestructible)RTTIre.Hooks.PlaceVoid( "gameLightComponent", "SetDestructible", (LightComponent_SetDestructible x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_SetDestructible( game.LightComponent self, bool isDestructible );bool GetOnStrength()RTTIre.Hooks.Place( "gameLightComponent", "GetOnStrength", (LightComponent_GetOnStrength x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_GetOnStrength( game.LightComponent self );game.LightSettings GetDefaultSettings()RTTIre.Hooks.Place( "gameLightComponent", "GetDefaultSettings", (LightComponent_GetDefaultSettings x) => { return re.Hooks.CallOriginal<re.msgpack.game.LightSettings>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_GetDefaultSettings( game.LightComponent self );game.LightSettings GetCurrentSettings()RTTIre.Hooks.Place( "gameLightComponent", "GetCurrentSettings", (LightComponent_GetCurrentSettings x) => { return re.Hooks.CallOriginal<re.msgpack.game.LightSettings>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_GetCurrentSettings( game.LightComponent self );float GetTurnOnTime()RTTIre.Hooks.Place( "gameLightComponent", "GetTurnOnTime", (LightComponent_GetTurnOnTime x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_GetTurnOnTime( game.LightComponent self );CName GetTurnOnCurve()RTTIre.Hooks.Place( "gameLightComponent", "GetTurnOnCurve", (LightComponent_GetTurnOnCurve x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_GetTurnOnCurve( game.LightComponent self );float GetTurnOffTime()RTTIre.Hooks.Place( "gameLightComponent", "GetTurnOffTime", (LightComponent_GetTurnOffTime x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_GetTurnOffTime( game.LightComponent self );CName GetTurnOffCurve()RTTIre.Hooks.Place( "gameLightComponent", "GetTurnOffCurve", (LightComponent_GetTurnOffCurve x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_GetTurnOffCurve( game.LightComponent self );bool OnToggleLight(ToggleLightEvent evt)overrideRTTIre.Hooks.Place( "gameLightComponent", "OnToggleLight", (LightComponent_OnToggleLight x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_OnToggleLight( game.LightComponent self, ToggleLightEvent? evt );bool OnToggleLightByName(ToggleLightByNameEvent evt)overrideRTTIre.Hooks.Place( "gameLightComponent", "OnToggleLightByName", (LightComponent_OnToggleLightByName x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_OnToggleLightByName( game.LightComponent self, ToggleLightByNameEvent? evt );bool OnChangeLight(ChangeLightEvent evt)RTTIre.Hooks.Place( "gameLightComponent", "OnChangeLight", (LightComponent_OnChangeLight x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_OnChangeLight( game.LightComponent self, ChangeLightEvent? evt );bool OnChangeLightByName(ChangeLightByNameEvent evt)RTTIre.Hooks.Place( "gameLightComponent", "OnChangeLightByName", (LightComponent_OnChangeLightByName x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_OnChangeLightByName( game.LightComponent self, ChangeLightByNameEvent? evt );void SetupLightSettings(EditableGameLightSettings inputData, out game.LightSettings outputData)RTTIre.Hooks.PlaceVoid( "gameLightComponent", "SetupLightSettings;script_ref<EditableGameLightSettings>gameLightSettings", (LightComponent_SetupLightSettings x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_SetupLightSettings( game.LightComponent self, EditableGameLightSettings inputData, game.LightSettings outputData );bool OnAdvanceChangeLight(AdvanceChangeLightEvent evt)RTTIre.Hooks.Place( "gameLightComponent", "OnAdvanceChangeLight", (LightComponent_OnAdvanceChangeLight x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_OnAdvanceChangeLight( game.LightComponent self, AdvanceChangeLightEvent? evt );bool OnChangeCurveEvent(ChangeCurveEvent evt)RTTIre.Hooks.Place( "gameLightComponent", "OnChangeCurveEvent", (LightComponent_OnChangeCurveEvent x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_OnChangeCurveEvent( game.LightComponent self, ChangeCurveEvent? evt );static void ChangeLightSettingByRefs(game.LightComponent[] lightRefs, ScriptLightSettings setting, float inTime, CName interpolationCurve, bool loop)staticRTTI globalre.Hooks.PlaceVoid( "gameLightComponent", "gameLightComponent::ChangeLightSettingByRefs;script_ref<array<gameLightComponent>>ScriptLightSettingsFloatCNameBool", (LightComponent_ChangeLightSettingByRefs x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_ChangeLightSettingByRefs( game.LightComponent[] lightRefs, ScriptLightSettings setting, float inTime, CName interpolationCurve, bool loop );static void ChangeAllLightsSettings(WeakHandle<game.Object> owner, ScriptLightSettings settings, float time, CName curve, bool loop)staticRTTI globalre.Hooks.PlaceVoid( "gameLightComponent", "gameLightComponent::ChangeAllLightsSettings;GameObjectScriptLightSettingsFloatCNameBool", (LightComponent_ChangeAllLightsSettings x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LightComponent_ChangeAllLightsSettings( WeakHandle<game.Object> owner, ScriptLightSettings settings, float time, CName curve, bool loop );