class VolumetricFogController
Internal component for storing the baked fog texture We don't need to expose the volumetric fog controller like we did previously with entities, But we need to be fetch the baked fog texture from the map file
public int GetHashCode( )
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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )
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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )
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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )
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public Guid Id { get; }
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public Transform LocalTransform { get; set; }
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public Vector3 LocalPosition { get; set; }
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public Rotation LocalRotation { get; set; }
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public Vector3 LocalScale { get; set; }
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public GameObject.NetworkAccessor Network { get; }
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public IEnumerable<T> GetComponents( bool includeDisabled = False )
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public bool IsProxy { get; }
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public void Deserialize( JsonObject node )
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public void DeserializeImmediately( JsonObject node )
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public int ComponentVersion { get; }
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public Transform WorldTransform { get; set; }
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public Vector3 WorldPosition { get; set; }
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public Rotation WorldRotation { get; set; }
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public Vector3 WorldScale { get; set; }
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public Type GetType( )
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public string ToString( )
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public bool Equals( object obj )
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public JsonNode Serialize( GameObject.SerializeOptions options = null )
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public VolumetricFogController( )
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public T GetComponent( bool includeDisabled = False )
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public Texture BakedFogTexture { get; set; }
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public float GlobalScale { get; set; }
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public Scene Scene { get; }
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public GameTransform Transform { get; }
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public GameObject GameObject { get; }
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public ComponentList Components { get; }
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public bool Enabled { get; set; }
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public bool Active { get; }
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public bool IsValid { get; }
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public Action OnComponentEnabled { get; set; }
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public Action OnComponentStart { get; set; }
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public T GetOrAddComponent( bool startEnabled = True )
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public Action OnComponentUpdate { get; set; }
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public Action OnComponentDisabled { get; set; }
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public Action OnComponentDestroy { get; set; }
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public void Destroy( )
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public void DestroyGameObject( )
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public void Reset( )
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public void EditLog( string name, object source )
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public ITagSet Tags { get; }
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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )
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public DebugOverlaySystem DebugOverlay { get; }
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public ComponentFlags Flags { get; set; }
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public Action OnComponentFixedUpdate { get; set; }
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public T AddComponent( bool startEnabled = True )
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