using Robust.Client.Graphics; using Robust.Shared.ComponentTrees; using Robust.Shared.GameObjects; using Robust.Shared.Physics; using Robust.Shared.ViewVariables; namespace Robust.Client.GameObjects; [RegisterComponent] public sealed partial class PointLightComponent : SharedPointLightComponent, IComponentTreeEntry { #region Component Tree /// [ViewVariables] public EntityUid? TreeUid { get; set; } /// [ViewVariables] public DynamicTree>? Tree { get; set; } /// [ViewVariables] public bool AddToTree => Enabled && !ContainerOccluded; /// [ViewVariables] public bool TreeUpdateQueued { get; set; } #endregion /// /// Set a mask texture that will be applied to the light while rendering. /// The mask's red channel will be linearly multiplied. /// [ViewVariables(VVAccess.ReadWrite)] internal Texture? Mask; }