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/*************************************************************************/
/* scenario_fx.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "scenario_fx.h"
void WorldEnvironment::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_WORLD) {
get_world()->set_environment(environment);
} else if (p_what==NOTIFICATION_EXIT_WORLD) {
get_world()->set_environment(Ref<Environment>());
}
}
void WorldEnvironment::set_environment(const Ref<Environment>& p_environment) {
environment=p_environment;
if (is_inside_world()) {
get_world()->set_environment(environment);
}
}
Ref<Environment> WorldEnvironment::get_environment() const {
return environment;
}
void WorldEnvironment::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_environment","env:Environment"),&WorldEnvironment::set_environment);
ObjectTypeDB::bind_method(_MD("get_environment:Environment"),&WorldEnvironment::get_environment);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT,"environment",PROPERTY_HINT_RESOURCE_TYPE,"Environment"),_SCS("set_environment"),_SCS("get_environment"));
}
WorldEnvironment::WorldEnvironment() {
}
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