shadow_control
From Valve Developer Community
译者:joyo_a(百度ID)


这个实体的属性适用于整个地图。地图中存在这个实体的多个实例可能会导致错误。
-
light_environment
指定直射日光的方向、颜色和强度,以及漫反射光的颜色和强度。 -
shadow_control
实体指定light_environment
所创建的动态阴影的方向、颜色和距离。如果没有该实体,动态阴影将会有bug且不可配置。 -
env_sun
在天空盒中放置一个发光的图标来表示太阳在天空中的明显位置。 -
env_cascade_light
给地图投射一个精细的实时阴影,其设置通常来自light_environment
。只能用于。
要使它们有意义,确保以上每个实体在地图中只有一个,并且实体的Pitch and Yaw <角度>设置为相同的值。(Pitch相当于太阳的仰角,而Yaw则类似于指南针轴承。)
这些照明设置——方向、颜色、强度等,是以具体2D天空盒的图像而定的。天空列表文章提供了一些Valve的天空盒的设置。worldspawn
实体定义了使用的天空盒。另外请注意,如果env_fog_controller
的设置与使用的特定天空盒不对应,雾气看起来会不正确。

Pitch会对
light_environment
和env_sun
强制,但不能对shadow_control
。Pitch的强制也不能被关闭,且它的旋转是从水平方向逆时针开始的(因此竖直向下是-90°),而<角度> Pitch的旋转是顺时针的(因此竖直向下是+90°)。一个应对方法是确保你的Pitch强制只重复<角度>的值;例如,如果你的shadow_control
、light_environment
和env_sun
的<角度>是「45 -60 0」,把Pitch设置为「-45」。请与light_environment和env_sun一起使用。
键值
角度:
- Pitch Yaw Roll (Y Z X)
<角度>
- 这个实体在世界的方向。Pitch是围绕Y轴旋转,Yaw是围绕Z轴的旋转,Roll是围绕X轴的旋转。
-
提示:Pitch相当于太阳的仰角,而Yaw则类似于指南针轴承。
- Shadow Color
<color255>
- 这是阴影的颜色。
- Maximum Distance
<float>
- 这是允许投射阴影的最大距离,以英寸为单位。
-
提示:缩短这个距离可以用来产生近似漫射光照的效果。
- All Shadows Disabled
<boolean>
- 此功能仅在半条命2中可用。[confirm]
Targetname:
- Name
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
<scriptlist>
(New with Left 4 Dead 2) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
<string>
(New with Left 4 Dead 2) - Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.
输入
-
color
<color255>
- 设置阴影颜色。
-
direction
<vector>
- 设置阴影方向。
-
SetDistance
<float>
- 设置最大阴影投射距离。
-
SetAngles
<string>
- 设置阴影角度。(译:原文为direction,意思为方向,但译者觉得翻译成角度更合理。)
-
SetShadowsDisabled
<integer>
- 设置阴影禁用状态。
Targetname:
-
Kill
- Removes this entity and any entities parented to it from the world.
-
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
. -
AddOutput
<string>
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format:<key> <value>
Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
-
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. -
Use
!FGD - Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs. -
RunScriptFile
<script>
(New with Left 4 Dead 2) - Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
-
RunScriptCode
<string>
(New with Left 4 Dead 2) - Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
-
CallScriptFunction
<string>
(New with Left 4 Dead 2) !FGD - Execute a VScript function in the scope of the receiving entity.
-
SetLocalOrigin
<coordinates>
(New with Alien Swarm) !FGD - Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
-
SetLocalAngles
<angles>
(New with Alien Swarm) !FGD - Set this entity's angles.
输出
Targetname:
-
OnUser1
toOnUser4
- These Outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. -
OnKilled
(Only in the Left 4 Dead series) - This Output fires when the entity is killed and removed from the game.