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class LightSystem:
System¶ Handles lighting calculations for the level. LightSystem:update must be called every frame.
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__new(self:
Object, ...:any)¶ The default constructor for the class. Subclasses should override this.
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lightBuffers:
table<Actor,LightBuffer>¶
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MINIMUM_LUMINANCE:
number¶
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needsRebuild:
boolean¶
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setDirty(self:
LightSystem, actor:Actor)¶
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rebuild(self:
LightSystem)¶
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update(self:
LightSystem)¶
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time:
number¶
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cast(
self:LightSystem,
x:integer,
y:integer,
lightComponent:Light
):Grid<Color4>¶
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getValue(self:
LightSystem, x:any, y:any):Color4¶
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getValuePerspective(self:
LightSystem, x:integer, y:integer, actor:Actor):Color4?¶
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getRTValue(self:
LightSystem, x:any, y:any):Color4¶
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getRTValuePerspective(self:
LightSystem, x:any, y:any, actor:any):Color4¶
Other members:
Inherited from
Object:_serializationBlacklist,adopt(),assertType(),className,deepcopy(),deserialize(),extend(),instanceOf(),is(),isInstance(),mixin(),prettyprint(),serializationBlacklist,serialize()Inherited from
System:afterAction(),afterOpacityChanged(),beforeAction(),beforeMove(),getRequirements(),getSoftRequirements(),initialize(),onActorAdded(),onActorRemoved(),onComponentAdded(),onComponentRemoved(),onMove(),onTick(),onTurn(),onTurnEnd(),onYield(),owner,postInitialize(),requirements,softRequirements-
__new(self: