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Rename LightOccluder2D light_mask to occluder_light_mask
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@ -12,12 +12,12 @@
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<methods>
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</methods>
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<members>
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<member name="light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
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The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
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</member>
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<member name="occluder" type="OccluderPolygon2D" setter="set_occluder_polygon" getter="get_occluder_polygon">
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The [OccluderPolygon2D] used to compute the shadow.
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</member>
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<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
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The LightOccluder2D's occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
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</member>
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<member name="sdf_collision" type="bool" setter="set_as_sdf_collision" getter="is_set_as_sdf_collision" default="true">
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</member>
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</members>
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@ -238,7 +238,7 @@ Ref<OccluderPolygon2D> LightOccluder2D::get_occluder_polygon() const {
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void LightOccluder2D::set_occluder_light_mask(int p_mask) {
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mask = p_mask;
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RS::get_singleton()->canvas_light_occluder_set_light_mask(occluder, mask);
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RS::get_singleton()->canvas_light_occluder_set_light_mask(occluder, p_mask);
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}
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int LightOccluder2D::get_occluder_light_mask() const {
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@ -285,7 +285,7 @@ void LightOccluder2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "occluder", PROPERTY_HINT_RESOURCE_TYPE, "OccluderPolygon2D"), "set_occluder_polygon", "get_occluder_polygon");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sdf_collision"), "set_as_sdf_collision", "is_set_as_sdf_collision");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_occluder_light_mask", "get_occluder_light_mask");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "occluder_light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_occluder_light_mask", "get_occluder_light_mask");
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}
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LightOccluder2D::LightOccluder2D() {
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