66 lines
1.9 KiB
C#
66 lines
1.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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namespace Revitalize.Framework.Illuminate
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{
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/// <summary>
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/// Deals with recreating light sources in SDV.
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/// </summary>
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public class FakeLightSource
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{
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/// <summary>
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/// The id for the light. Refers to the type of texture used.
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/// </summary>
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public int id;
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/// <summary>
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/// The position offset from the source object this is attached to.
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/// </summary>
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public Vector2 positionOffset;
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/// <summary>
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/// The color for the light.
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/// </summary>
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public Color color;
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/// <summary>
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/// The radius for the light.
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/// </summary>
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public float radius;
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/// <summary>
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/// Empty constructor.
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/// </summary>
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public FakeLightSource()
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{
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}
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="ID">The id for the light source.</param>
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/// <param name="Position">The position for the light source.</param>
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/// <param name="Color">The color for the light.</param>
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/// <param name="Raidus">The radius for the light.</param>
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public FakeLightSource(int ID, Vector2 Position, Color Color, float Raidus)
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{
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this.id = ID;
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this.positionOffset = Position;
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this.color = Color;
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this.radius = Raidus;
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}
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/// <summary>
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/// Gets a copy of the fake light source.
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/// </summary>
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/// <returns></returns>
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public FakeLightSource Copy()
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{
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return new FakeLightSource(this.id, new Vector2(this.positionOffset.X, this.positionOffset.Y), new Color(this.color.R, this.color.G, this.color.B, this.color.A), this.radius);
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}
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}
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}
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