using Robust.Shared.Maths; namespace Robust.Client.Graphics { public interface ILightManager { /// /// Enables/disables the entire light manager. /// bool Enabled { get; set; } /// /// Enables/disables shadows, but lights are still functional. /// bool DrawShadows { get; set; } /// /// Enables/disables hard FOV. /// bool DrawHardFov { get; set; } /// /// Enables/disables everything to do with the lighting buffer, without interfering with hard FOV. /// bool DrawLighting { get; set; } /// /// This is useful to prevent players messing with lighting setup when they shouldn't. /// bool LockConsoleAccess { get; set; } /// /// Ambient light. This is in linear-light, i.e. when providing a fixed colour, you must use Color.FromSrgb(Color.Black)! /// Color AmbientLightColor { get; set; } } }