71 lines
1.9 KiB
Ucode
71 lines
1.9 KiB
Ucode
/**
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* Toggleable version of DirectionalLight.
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class DirectionalLightToggleable extends DirectionalLight
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native(Light)
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ClassGroup(Lights, DirectionalLights)
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placeable;
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cpptext
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{
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public:
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/**
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* This will determine which icon should be displayed for this light.
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**/
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virtual void DetermineAndSetEditorIcon();
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/**
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* Static affecting Toggleables can't have UseDirectLightmaps=TRUE So even tho they are not "free"
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* lightmapped data, they still are classified as static as it is the best they can be.
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**/
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virtual void SetValuesForLight_StaticAffecting();
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/**
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* Returns true if the light supports being toggled off and on on-the-fly
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*
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* @return For 'toggleable' lights, returns true
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**/
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virtual UBOOL IsToggleable() const
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{
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// DirectionalLightToggleable supports being toggled on the fly!
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return TRUE;
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}
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}
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defaultproperties
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{
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// Visual things should be ticked in parallel with physics
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TickGroup=TG_DuringAsyncWork
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Begin Object Name=Sprite
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Sprite=Texture2D'EditorResources.LightIcons.Light_Directional_Toggleable_DynamicsAndStatics'
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End Object
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// Light component.
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Begin Object Name=DirectionalLightComponent0
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LightAffectsClassification=LAC_DYNAMIC_AND_STATIC_AFFECTING
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CastShadows=TRUE
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CastStaticShadows=TRUE
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CastDynamicShadows=TRUE
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bForceDynamicLight=FALSE
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UseDirectLightMap=FALSE
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`if(`__TW_LIGHTING_MODIFICATIONS_) // Custom lighting channel implementation
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LightingChannels=(Outdoor=TRUE,bInitialized=TRUE)
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`else
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LightingChannels=(BSP=TRUE,Static=TRUE,Dynamic=TRUE,bInitialized=TRUE)
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`endif
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// By default indirect light from toggleable lights won't be put into lightmaps, since it can't be toggled in-game
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LightmassSettings=(IndirectLightingScale=0)
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End Object
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bMovable=FALSE
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bStatic=FALSE
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bHardAttach=TRUE
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}
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