SAudioReactiveLight
Index
Properties Index
bool Enabled get
set
SLight Target get
set
bool Range get
set
float MinRange get
set
float MaxRange get
set
bool AnimateColor get
set
SColor MinColor get
set
SColor MaxColor get
set
bool Intensity get
set
float MinIntensity get
set
float MaxIntensity get
set
Properties
Enabled
bool Enabled get
set
Returns true if the Audio Reactive Light Enabled.
Space.Host.ExecutingObject.AudioReactiveLight.Enabled = 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.
Space.Host.ExecutingObject.AudioReactiveLight.Target = false
--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.
Space.Host.ExecutingObject.AudioReactiveLight.Range = false
--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.
Space.Host.ExecutingObject.AudioReactiveLight.MinRange = 0.5
--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.
Space.Host.ExecutingObject.AudioReactiveLight.MaxRange = 1
--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.
Space.Host.ExecutingObject.AudioReactiveLight.AnimateColor = false
--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.
Space.Host.ExecutingObject.AudioReactiveLight.MinColor = Color.Red
--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.
Space.Host.ExecutingObject.AudioReactiveLight.MaxColor = Color.Blue
--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.
Space.Host.ExecutingObject.AudioReactiveLight.Intensity = false
--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.
Space.Host.ExecutingObject.AudioReactiveLight.MinIntensity = 0.2
--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.
Space.Host.ExecutingObject.AudioReactiveLight.MaxIntensity = 0.8
--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)
GameObject
SGameObject GameObject get
Returns a reference to the GameObject of this component.
theGameObject = Space.Host.ExecutingObject.AudioReactiveLight.GameObject