Set Render Settings Ambient Light#
Rendering / Render Settings / Set Render Settings Ambient Light
Description#
Sets the Ambient Light static property of the Render Settings class
Parameters#
| Name | Description |
|---|---|
| Value |
Code#
// <auto-generated>
// This script was automatically generated using the Visual Script Transpiler.
// Do not modify. Changes to this file will be lost when updating the package.
// </auto-generated>
using System;
using UnityEngine;
using VisualScript.Icons;
namespace VisualScript.Runtime
{
[Title("Set Render Settings Ambient Light")]
[Category("Rendering/Render Settings/Ambient Light")]
[Description("Sets the Ambient Light static property of the Render Settings class")]
[Image(typeof(IconPicture), ColorTheme.Type.TextLight, typeof(BadgeSettings))]
[Keywords("Environment, Fog, Ambient, Lighting, Skybox")]
[Parameter("Value")]
[Serializable]
public class GenInstructionColor_RenderSettings_SetAmbientLight : Instruction
{
[SerializeField] private GetColor m_Value = new GetColor();
[SerializeField] private TweenTransition m_Transition = new TweenTransition();
[NonSerialized] private bool m_IsComplete;
protected override string GetTitle(GameObject source)
{
string className = TextUtils.ThemeAsKeyword("Render Settings");
string member = TextUtils.ThemeAsKeyword("Ambient Light");
return $"{className} {member} = {this.m_Value}{this.m_Transition}";
}
[NonSerialized] private Action<bool, Color> m_CallOnUpdate;
[NonSerialized] private Action m_CallOnFinish;
[NonSerialized] private Func<bool> m_CallIsComplete;
protected override async Awaitable Run(Args args)
{
bool wait = this.m_Transition.Await;
this.m_IsComplete = false;
this.m_CallOnUpdate ??= this.OnUpdate;
this.m_CallOnFinish ??= this.OnFinish;
this.m_CallIsComplete ??= this.IsComplete;
TweenManager.Run(new TweenStaticInput<Color>(
"RenderSettings.ambientLight",
RenderSettings.ambientLight,
(Color) this.m_Value.Get(args),
this.m_CallOnUpdate,
wait ? this.m_CallOnFinish : null,
this.m_Transition.GetDuration(args),
this.m_Transition.EaseMode,
this.m_Transition.TimeMode
));
if (wait) await this.Until(this.m_CallIsComplete);
}
private void OnUpdate(bool isAlive, Color value)
{
if (isAlive)
{
RenderSettings.ambientLight = value;
}
}
private void OnFinish() => this.m_IsComplete = true;
private bool IsComplete() => this.m_IsComplete;
}
}