Paradox Game Engine  v1.0.0 beta06
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LightShaftsComponent.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 using System;
4 using System.Collections.Generic;
5 using SiliconStudio.Core.Serialization.Converters;
6 using SiliconStudio.Paradox.Effects;
7 using SiliconStudio.Paradox.Effects.Data;
8 using SiliconStudio.Paradox.EntityModel;
9 using SiliconStudio.Core;
10 using SiliconStudio.Core.Mathematics;
11 using SiliconStudio.Core.Serialization.Contents;
12 
13 namespace SiliconStudio.Paradox.Engine
14 {
15  [DataConverter(AutoGenerate = true)]
16  public sealed class LightShaftsComponent : EntityComponent
17  {
19 
21  {
22  LightShaftsBoundingBoxes = new List<Mesh>();
23  }
24 
25  //[DataMemberConvert]
26  public List<Mesh> LightShaftsBoundingBoxes { get; set; }
27 
28  [DataMemberConvert]
29  public Color3 Color { get; set; }
30 
31  public override PropertyKey DefaultKey
32  {
33  get { return Key; }
34  }
35  }
36 }
Represents a color in the form of rgb.
Definition: Color3.cs:41
Base class for converters to/from a data type.
Represents a 32-bit color (4 bytes) in the form of RGBA (in byte order: R, G, B, A).
Definition: Color.cs:16
A class that represents a tag propety.
Definition: PropertyKey.cs:17