bool Enabled get set
Returns true if the Audio Reactive Light Enabled.
SLight Target get set
Returns true if the light target Enabled.
bool Range get set
Returns true if Range Enabled.
float MinRange get set
Returns MinRange value of the Audio Reactive Light.
float MaxRange get set
Returns MaxRange value of the Audio Reactive Light.
bool AnimateColor get set
Returns true if AnimateColor Enabled.
MinColor get set
Returns MinColor value of the Audio Reactive Light.
MaxColor get set
Returns MaxColor value of the Audio Reactive Light.
bool Intensity get set
Returns true if Intensity Enabled.
float MinIntensity get set
Returns MinIntensity value of the Audio Reactive Light.
float MaxIntensity get set
Returns MaxIntensity value of the Audio Reactive Light.
GameObject get
Returns a reference to the GameObject of this component.
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
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)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)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)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)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)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)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)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)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)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)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)theGameObject = Space.Host.ExecutingObject.AudioReactiveLight.GameObject