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Difference between revisions of "Scripting/SAudioReactiveLight"

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{{ScriptFunction|SLight|Target|{get; set;}|Returns true if the light target Enabled.|5=  
 
{{ScriptFunction|SLight|Target|{get; set;}|Returns true if the light target Enabled.|5=  
 
local Object = Space.Scene.Find("Audio Source")<br>
 
local Object = Space.Scene.Find("Audio Source")<br>
Space.Log(Object.AudioReactiveLight.Target.Enabled)
+
Space.Log(Object.AudioReactiveLight.Target.Enabled) | 6=<pre>--clicking the object will toggle between two different AudioReactiveLight targets
 +
--[Add "light1" and "light2" reference to the Scripting Runtime component]
 +
 
 +
thisGameObject = Space.Host.ExecutingObject
 +
light1 = Space.Host.GetReference("light1").Light
 +
light2 = Space.Host.GetReference("light2").Light
 +
 
 +
 
 +
OnClick = function()
 +
if thisGameObject.AudioReactiveLight.Target == light1 then
 +
  thisGameObject.AudioReactiveLight.Target = light2
 +
else
 +
  thisGameObject.AudioReactiveLight.Target = light1
 +
end
 +
 
 +
end
 +
 
 +
 
 +
 
 +
thisGameObject.AddClickable()
 +
thisGameObject.Clickable.OnClick(OnClick)</pre>
 
}}
 
}}
  
Line 93: Line 113:
 
{{ScriptFunction|SColor|MinColor|{get; set;}|Returns MinColor value of the Audio Reactive Light.|5=  
 
{{ScriptFunction|SColor|MinColor|{get; set;}|Returns MinColor value of the Audio Reactive Light.|5=  
 
local Object = Space.Scene.Find("Audio Source")<br>
 
local Object = Space.Scene.Find("Audio Source")<br>
Space.Log(Object.AudioReactiveLight.MinColor)
+
Space.Log(Object.AudioReactiveLight.MinColor)|6=<pre>--clicking the object will open a color picker that changes AudioReactiveLight's MinColor
 +
--[Add "arlight" reference to the Scripting Runtime component]
 +
 
 +
thisGameObject = Space.Host.ExecutingObject
 +
arlight = Space.Host.GetReference("arlight").AudioReactiveLight
 +
originalColor = nil
 +
 
 +
OnChange = function(SColor)
 +
arlight.MinColor = SColor
 +
end
 +
 
 +
OnSelect = function(SColor)
 +
arlight.MinColor = SColor
 +
end
 +
 
 +
OnCancel = function()
 +
arlight.MinColor = originalColor
 +
end
 +
 
 +
OnClick = function()
 +
originalColor = arlight.MinColor
 +
Space.Dialogues.ColorPicker("Pick a color","Ok", OnChange, OnSelect, OnCancel, originalColor)
 +
end
 +
 
 +
 
 +
thisGameObject.AddClickable()
 +
thisGameObject.Clickable.OnClick(OnClick)</pre>
 
}}
 
}}
  
 
{{ScriptFunction|SColor|MaxColor|{get; set;}|Returns MaxColor value of the Audio Reactive Light.|5=  
 
{{ScriptFunction|SColor|MaxColor|{get; set;}|Returns MaxColor value of the Audio Reactive Light.|5=  
 
local Object = Space.Scene.Find("Audio Source")<br>
 
local Object = Space.Scene.Find("Audio Source")<br>
Space.Log(Object.AudioReactiveLight.MaxColor)
+
Space.Log(Object.AudioReactiveLight.MaxColor)|6=<pre>--clicking the object will open a color picker that changes AudioReactiveLight's MaxColor
 +
--[Add "arlight" reference to the Scripting Runtime component]
 +
 
 +
thisGameObject = Space.Host.ExecutingObject
 +
arlight = Space.Host.GetReference("arlight").AudioReactiveLight
 +
originalColor = nil
 +
 
 +
OnChange = function(SColor)
 +
arlight.MaxColor= SColor
 +
end
 +
 
 +
OnSelect = function(SColor)
 +
arlight.MaxColor= SColor
 +
end
 +
 
 +
OnCancel = function()
 +
arlight.MaxColor= originalColor
 +
end
 +
 
 +
OnClick = function()
 +
originalColor = arlight.MaxColor
 +
Space.Dialogues.ColorPicker("Pick a color","Ok", OnChange, OnSelect, OnCancel, originalColor)
 +
end
 +
 
 +
 
 +
thisGameObject.AddClickable()
 +
thisGameObject.Clickable.OnClick(OnClick)</pre>
 
}}
 
}}
  

Revision as of 09:26, 20 December 2021

Properties

Enabled

bool Enabled {get; set;}

Returns true if the Audio Reactive Light Enabled.

local Object = Space.Scene.Find("Audio Source")

Space.Log(Object.AudioReactiveLight.Enabled)

-- print true.


--clicking this object will Enable/Disable it's Audio Reactive Light component
thisGameObject = Space.Host.ExecutingObject
component = thisGameObject.AudioReactiveLight


OnClick = function()
component.Enabled =  not component.Enabled
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

Target

SLight Target {get; set;}

Returns true if the light target Enabled.

local Object = Space.Scene.Find("Audio Source")
Space.Log(Object.AudioReactiveLight.Target.Enabled)


--clicking the object will toggle between two different AudioReactiveLight targets
--[Add "light1" and "light2" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
light1 = Space.Host.GetReference("light1").Light
light2 = Space.Host.GetReference("light2").Light


OnClick = function()
if thisGameObject.AudioReactiveLight.Target == light1 then
  thisGameObject.AudioReactiveLight.Target = light2
else
  thisGameObject.AudioReactiveLight.Target = light1
end

end



thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

Range

bool Range {get; set;}

Returns true if Range Enabled.

local Object = Space.Scene.Find("Audio Source")
Space.Log(Object.AudioReactiveLight.Range)


--the below script will make the object toggle it's AudioReactiveLight's Range property
--[Add "arlight" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
arlight = Space.Host.GetReference("arlight").AudioReactiveLight


OnClick = function()
arlight.Range=  not arlight.Range
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

MinRange

float MinRange {get; set;}

Returns MinRange value of the Audio Reactive Light.

local Object = Space.Scene.Find("Audio Source")
Space.Log(Object.AudioReactiveLight.MinRange)


--the below script will make a slider set the Audio Reactive Light's MinRange
--[Add "slider" and "arlight" references to the Scripting Runtime component]

arlight = Space.Host.GetReference("arlight").AudioReactiveLight
slider = Space.Host.GetReference("slider").UISlider
 

OVC = function()
arlight.MinRange = (slider.Value * 9) + 1 --(from 1 to 10)
end

slider.OnValueChanged(OVC)

MaxRange

float MaxRange {get; set;}

Returns MaxRange value of the Audio Reactive Light.

local Object = Space.Scene.Find("Audio Source")
Space.Log(Object.AudioReactiveLight.MaxRange)


--the below script will make a slider set the Audio Reactive Light's MaxRange
--[Add "slider" and "arlight" references to the Scripting Runtime component]

arlight = Space.Host.GetReference("arlight").AudioReactiveLight
slider = Space.Host.GetReference("slider").UISlider
 

OVC = function()
arlight.MaxRange= (slider.Value * 10) + 10 --(from 10 to 20)
end

slider.OnValueChanged(OVC)

AnimateColor

bool AnimateColor {get; set;}

Returns true if AnimateColor Enabled.

local Object = Space.Scene.Find("Audio Source")
Space.Log(Object.AudioReactiveLight.AnimateColor)


--the below script will make the object Enable/Disable it's AudioReactiveLight's AnimateColor property
--[Add "arlight" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
arlight = Space.Host.GetReference("arlight").AudioReactiveLight


OnClick = function()
arlight.AnimateColor =  not arlight.AnimateColor
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

MinColor

SColor MinColor {get; set;}

Returns MinColor value of the Audio Reactive Light.

local Object = Space.Scene.Find("Audio Source")
Space.Log(Object.AudioReactiveLight.MinColor)


--clicking the object will open a color picker that changes AudioReactiveLight's MinColor
--[Add "arlight" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
arlight = Space.Host.GetReference("arlight").AudioReactiveLight
originalColor = nil

OnChange = function(SColor) 
 arlight.MinColor = SColor
end

OnSelect = function(SColor)
 arlight.MinColor = SColor
end

OnCancel = function()
 arlight.MinColor = originalColor
end

OnClick = function()
originalColor = arlight.MinColor
Space.Dialogues.ColorPicker("Pick a color","Ok", OnChange, OnSelect, OnCancel, originalColor)
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

MaxColor

SColor MaxColor {get; set;}

Returns MaxColor value of the Audio Reactive Light.

local Object = Space.Scene.Find("Audio Source")
Space.Log(Object.AudioReactiveLight.MaxColor)


--clicking the object will open a color picker that changes AudioReactiveLight's MaxColor
--[Add "arlight" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
arlight = Space.Host.GetReference("arlight").AudioReactiveLight
originalColor = nil

OnChange = function(SColor) 
 arlight.MaxColor= SColor
end

OnSelect = function(SColor)
 arlight.MaxColor= SColor
end

OnCancel = function()
 arlight.MaxColor= originalColor
end

OnClick = function()
originalColor = arlight.MaxColor
Space.Dialogues.ColorPicker("Pick a color","Ok", OnChange, OnSelect, OnCancel, originalColor)
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

Intensity

bool Intensity {get; set;}

Returns true if Intensity Enabled.

local Object = Space.Scene.Find("Audio Source")
Space.Log(Object.AudioReactiveLight.Intensity)


--the below script will make the object Enable/Disable it's AudioReactiveLight's Intensity property
--[Add "arlight" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
arlight = Space.Host.GetReference("arlight").AudioReactiveLight


OnClick = function()
arlight.Intensity =  not arlight.Intensity
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)


MinIntensity

float MinIntensity {get; set;}

Returns MinIntensity value of the Audio Reactive Light.

local Object = Space.Scene.Find("Audio Source")
Space.Log(Object.AudioReactiveLight.MinIntensity)


--the below script will make a slider set the Audio Reactive Light's MinIntensity
--[Add "slider" and "arlight" references to the Scripting Runtime component]

arlight = Space.Host.GetReference("arlight").AudioReactiveLight
slider = Space.Host.GetReference("slider").UISlider
 

OVC = function()
arlight.MinIntensity= (slider.Value * 1) --(from 0 to 1)
end

slider.OnValueChanged(OVC)

MaxIntensity

float MaxIntensity {get; set;}

Returns MaxIntensity value of the Audio Reactive Light.

local Object = Space.Scene.Find("Audio Source")
Space.Log(Object.AudioReactiveLight.MaxIntensity)


--the below script will make a slider set the Audio Reactive Light's MaxIntensity
--[Add "slider" and "arlight" references to the Scripting Runtime component]

arlight = Space.Host.GetReference("arlight").AudioReactiveLight
slider = Space.Host.GetReference("slider").UISlider
 

OVC = function()
arlight.MaxIntensity= (slider.Value * 2) + 1 --(from 1 to 3)
end

slider.OnValueChanged(OVC)