Class EnvSky
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
env_sky, and Dota's env_global_light, which names the sky material too. Each sets its scene's , a later one replacing an earlier one. An env_global_light also adds a fixed dynamic sun.
public sealed class EnvSky : BaseEntityInheritance
object ← BaseEntity ← EnvSky
Inherited Members
BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Constructors
EnvSky(EntitySystem, EntitySpawnInfo, bool)
Initializes an env_sky or env_global_light from its keyvalues.
public EnvSky(EntitySystem system, EntitySpawnInfo spawnInfo, bool isGlobalLight)Parameters
system EntitySystem
The entity system the sky belongs to.
spawnInfo EntitySpawnInfo
The sky's keyvalues and placement.
isGlobalLight bool
Whether it is an env_global_light.
Properties
BrightnessScale
Gets the authored brightnessscale, or 1 when it was left unset.
public float BrightnessScale { get; }Property Value
SkyMaterialName
Gets the sky material, or null when the entity names none.
public string? SkyMaterialName { get; }Property Value
Methods
Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()
