-- This is a script to demonstrate new parameter access to lua c classes in Wicked Engine -- Now you can access class parameters like you access table values just like usual, which now retrieves -- and change class data without using separate getter-setter functions backlog_post("---> START SCRIPT: class_parameters.lua") ClearWorld() local scene = GetScene() local sun_entity = CreateEntity() local sun_name = scene.Component_CreateName(sun_entity) sun_name.SetName("THE SUN") scene.Component_CreateLayer(sun_entity) scene.Component_CreateTransform(sun_entity) local sun = scene.Component_CreateLight(sun_entity) -- sun.SetType() can now be done like this sun.Type = 0 sun.Intensity = 10.0 local weather_entity = CreateEntity() local weather_name = scene.Component_CreateName(weather_entity) weather_name.SetName("My Animated Weather") local weather = scene.Component_CreateWeather(weather_entity) weather.SetRealisticSky(true) weather.SetVolumetricClouds(true) weather.skyExposure = 1.2 weather.VolumetricCloudParameters.CloudStartHeight = -100.0 weather.VolumetricCloudParameters.WeatherScale = 0.04 weather.VolumetricCloudParameters.WeatherDensityAmount = 0.5 weather.VolumetricCloudParameters.SkewAlongWindDirection = 5.0 runProcess(function() while true do update() if(input.Press(string.byte('R'))) then killProcessPID(script_pid(), true) backlog_post("RESTART") dofile(script_file(), script_pid()) return end end end) backlog_post("---> END SCRIPT: class_parameters.lua")