Libraries.Interface.Controls.Scenes.Blueprints.PointLightBlueprint Documentation

The PointLightBleprint is a blueprint for an object in a 3D space that emits light. This class contains fields for the color and intensity of the light that will be visible in the scene when ran in a Game. In the editor this blueprint will create a preview model from a texture so the position of the light is easier to view.

Inherits from: Libraries.Interface.Controls.Scenes.Blueprints.ItemBlueprint, Libraries.Language.Object

Actions Documentation

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Example

Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

Example

use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)

GetBlue()

This action returns the amount of blue in the point light. 1.0 means full blue.

Return

number: Amount of blue in the point light

GetDescription()

This action returns the text description of the blueprint.

Return

text: The description of this blueprint

GetGreen()

This action returns the amount of green in the point light. 1.0 means full green.

Return

number: Amount of green in the point light

GetHashCode()

This action gets the hash code for an object.

Return

integer: The integer hash code of the object.

Example

Object o
integer hash = o:GetHashCode()

GetIntensity()

This action returns the intensity of the point light which affects brightness.

Return

number: The intensity of point light

GetModelTexture()

This action returns the texture to be used as on the model visible only in the editor

Return

Libraries.Game.Graphics.Texture: A texture for the model in the editor

GetName()

This action returns the name of the blueprint.

Return

text: The name of this blueprint

GetPaletteCrop()

This action returns how much to crop the palette image so it can be fitted into an icon properly.

Return

number: A number representing how much to crop the icon

GetPaletteIcon()

This action returns the texture to be used as an icon in a palette

Return

Libraries.Game.Graphics.TextureRegion: A texture for an icon for this model

GetPaletteScale()

This action returns the scale of the icon so the icon can be sized properly when in a palette.

Return

number: The scale to be used in a palette

GetRed()

This action returns the amount of red in the point light. 1.0 means full red.

Return

number: Amount of red in the point light

GetResponsiveness()

This action returns the responsiveness field of this blueprint.

Return

integer: The responsiveness field

IsPhysicsEnabled()

This action returns the physics enabled field of this blueprint.

Return

boolean: The physics enabled field

SetBlue(number blue)

This action sets the amount of blue in the point light. 1.0 means full blue.

Parameters

  • number blue: Amount of blue in the point light

SetDescription(text description)

This action sets the text description of the blueprint.

Parameters

  • text description: The new description of this blueprint

SetGreen(number green)

This action sets the amount of green in the point light. 1.0 means full green.

Parameters

  • number green: Amount of green in the point light

SetIntensity(number intensity)

This action sets the intensity of the point light which affects brightness.

Parameters

  • number intensity: The intensity of point light

SetModelTexture(Libraries.Game.Graphics.Texture modelTexture)

This action sets the texture to be used as on the model visible only in the editor

Parameters

SetName(text name)

This action sets the name of the blueprint.

Parameters

  • text name: The new name of this blueprint

SetPaletteCrop(number paletteCrop)

This action sets how much to crop the palette image so it can be fitted into an icon properly.

Parameters

  • number paletteCrop: The amount to crop the palette icon

SetPaletteIcon(Libraries.Game.Graphics.TextureRegion paletteIcon)

This action sets the texture to be used as an icon in a palette

Parameters

SetPaletteScale(number paletteScale)

This action sets the scale of the icon so the icon can be sized properly when in a palette.

Parameters

  • number paletteScale: The scale to be used in a palette

SetPhysicsEnabled(boolean enabled)

This action sets the physics enabled field of this blueprint.

Parameters

  • boolean enabled: If true this blueprint has physics enabled by default for this item

SetRed(number red)

This action sets the amount of red in the point light. 1.0 means full red.

Parameters

  • number red: Amount of red in the point light

SetResponsiveness(integer responsive)

This action sets the responsiveness field of this blueprint.

Parameters

  • integer responsive: An integer for how this item will respond to other physics objects