proc enabled(self: Light2D): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc enabled=(self: Light2D; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc editorOnly(self: Light2D): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc editorOnly=(self: Light2D; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc texture(self: Light2D): Texture {.gcsafe, locks: 0, raises: [Exception],
tags: [RootEffect]
.}
-
proc texture=(self: Light2D; val: Texture) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc offset(self: Light2D): Vector2 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc offset=(self: Light2D; val: Vector2) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc textureScale(self: Light2D): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc textureScale=(self: Light2D; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc color(self: Light2D): Color {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc color=(self: Light2D; val: Color) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc energy(self: Light2D): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc energy=(self: Light2D; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc mode(self: Light2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc mode=(self: Light2D; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeHeight(self: Light2D): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeHeight=(self: Light2D; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeZMin(self: Light2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeZMin=(self: Light2D; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeZMax(self: Light2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeZMax=(self: Light2D; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeLayerMin(self: Light2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeLayerMin=(self: Light2D; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeLayerMax(self: Light2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeLayerMax=(self: Light2D; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeItemCullMask(self: Light2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rangeItemCullMask=(self: Light2D; val: int64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc shadowEnabled(self: Light2D): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc shadowEnabled=(self: Light2D; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc shadowColor(self: Light2D): Color {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc shadowColor=(self: Light2D; val: Color) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc shadowBufferSize(self: Light2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc shadowBufferSize=(self: Light2D; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc shadowGradientLength(self: Light2D): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc shadowGradientLength=(self: Light2D; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc shadowFilter(self: Light2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc shadowFilter=(self: Light2D; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc shadowFilterSmooth(self: Light2D): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc shadowFilterSmooth=(self: Light2D; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc shadowItemCullMask(self: Light2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc shadowItemCullMask=(self: Light2D; val: int64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-