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- class CarLightBase extends SpotLightBase
- {
- // What follows are just default light parameters which are overwriten down in the hierarchy in constructors.
- // 'Segregated' means value for a light source that consists of 1 bulb (ex.: when 1 of 2 headlights are destroyed)
- // 'Aggregated' means value for 1 light source that consists of 2 bulbs (ex.: when both headlights are shining, or brake & reverse lights are shining at once)
- // Aggregating lights saves a lot of performance
-
- float m_SegregatedBrightness = 20;
- float m_SegregatedRadius = 66;
- float m_SegregatedAngle = 90;
- vector m_SegregatedColorRGB = Vector(1.0, 0.8, 0.6);
-
- float m_AggregatedBrightness = 30;
- float m_AggregatedRadius = 100;
- float m_AggregatedAngle = 100;
- vector m_AggregatedColorRGB = Vector(1.0, 0.8, 0.6);
-
- void CarLightBase()
- {
- SetVisibleDuringDaylight(true);
- SetCastShadow(true);
- SetFlareVisible(true);
- FadeIn(0.3);
- SetFadeOutTime(0.25);
-
- }
-
- void AggregateLight()
- {
- SetRadiusTo(m_AggregatedRadius);
- SetSpotLightAngle(m_AggregatedAngle);
- SetBrightnessTo(m_AggregatedBrightness);
- SetAmbientColor(m_AggregatedColorRGB[0], m_AggregatedColorRGB[1], m_AggregatedColorRGB[2]);
- SetDiffuseColor(m_AggregatedColorRGB[0], m_AggregatedColorRGB[1], m_AggregatedColorRGB[2]);
- SetFlareVisible(false);
- }
-
- void SegregateLight()
- {
- SetRadiusTo(m_SegregatedRadius);
- SetSpotLightAngle(m_SegregatedAngle);
- SetBrightnessTo(m_SegregatedBrightness);
- SetAmbientColor(m_SegregatedColorRGB[0], m_SegregatedColorRGB[1], m_SegregatedColorRGB[2]);
- SetDiffuseColor(m_SegregatedColorRGB[0], m_SegregatedColorRGB[1], m_SegregatedColorRGB[2]);
- SetFlareVisible(true);
- }
- }
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