mirror of
https://github.com/rojo-rbx/rojo.git
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838 lines
28 KiB
YAML
838 lines
28 KiB
YAML
# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: Lighting
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type: class
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memory_category: Instances
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summary: |
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The `Lighting` service controls global lighting in an experience. It includes
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a range of adjustable properties that you can use to change how lighting
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appears and interacts with other objects.
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description: |
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The `Lighting` service controls global lighting in an experience. It includes
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a range of adjustable properties that you can use to change how lighting
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appears and interacts with other objects, as summarized in
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[Lighting Properties](../../../environment/lighting.md).
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<img src="../../../assets/lighting-and-effects/lighting-properties/TimeOfDay-17.jpg" width="800" />
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`Lighting` may also contain an `Class.Atmosphere` object to render realistic
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atmospheric effects, including particle density, haze, glare, and color. See
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[Atmospheric Effects](../../../environment/atmosphere.md) for details.
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<img src="../../../assets/lighting-and-effects/atmosphere/Offset-A.jpg" width="800" />
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In addition, `Lighting` (along with `Class.Workspace.CurrentCamera`) may
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contain
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[post‑processing effects](../../../environment/post-processing-effects.md)
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such as `Class.SunRaysEffect` and `Class.BlurEffect`.
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code_samples: []
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inherits:
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- Instance
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descendants: []
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tags:
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- NotCreatable
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- Service
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deprecation_message: ''
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properties:
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- name: Lighting.Ambient
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summary: |
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The lighting hue applied to areas that are occluded from the sky, such as
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indoor areas.
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description: |
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`Ambient` is the lighting hue applied to areas that are occluded from the
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sky, such as indoor areas.
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`Ambient` defaults to `[0, 0, 0]` (black). As long as the red, green, and
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blue channels of this property do not exceed the corresponding channels in
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`Class.Lighting.OutdoorAmbient|OutdoorAmbient`, the change in hue will be
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reserved for areas occluded from the sun/moon.
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Note that when `Class.Lighting.GlobalShadows|GlobalShadows` is disabled,
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there is no distinction between areas occluded from the sky and
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non‑occluded areas. In this case,
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`Class.Lighting.OutdoorAmbient|OutdoorAmbient` will be ignored and the hue
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from the `Ambient` property will be applied everywhere.
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code_samples: []
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type: Color3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.Brightness
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summary: |
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The intensity of illumination in the place.
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description: |
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The intensity of illumination in the place.
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Changing this value will influence the impact of the light source (sun or
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moon) on the place's lighting. Note that `Class.Lighting.Ambient|Ambient`
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and `Class.Lighting.OutdoorAmbient|OutdoorAmbient` can also be used to
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influence how bright a place appears. For example, setting
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`Class.Lighting.OutdoorAmbient|OutdoorAmbient` to <Typography
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noWrap>`[255, 255, 255]`</Typography> will make the place appear brighter
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than its default value of <Typography noWrap>`127, 127, 127`</Typography>
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(as it is more white).
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.ClockTime
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summary: |
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A numerical representation (in hours) of the current time of day used by
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`Lighting`.
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description: |
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A numerical representation (in hours) of the current time of day used by
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`Lighting`. Note that this property does not correspond with the actual
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time of day and will not change during gameplay unless it has been changed
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by a script.
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For a measure of `Lighting` time formatted as a 24-hour string, use
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`Class.Lighting.TimeOfDay|TimeOfDay`. Changing
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`Class.Lighting.TimeOfDay|TimeOfDay` or using
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`Class.Lighting:SetMinutesAfterMidnight()|SetMinutesAfterMidnight()` will
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also change this property.
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code_samples: []
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type: float
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tags:
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- Environment
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- name: Lighting.ColorShift_Bottom
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summary: |
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The hue represented in light reflected in the opposite surfaces to those
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facing the sun or moon.
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description: |
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The hue represented in light reflected in the opposite surfaces to those
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facing the sun or moon.
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The surfaces of a `Class.BasePart` influenced by `ColorShift_Bottom`
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depends on the position and orientation of the `Class.BasePart` relative
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to the sun or moon's position. Where the sun is directly overhead a
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`Class.BasePart`, the shift in color will only apply to the bottom
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surface.
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This effect can be increased or reduced by altering
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`Class.Lighting.Brightness|Brightness`.
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Note that `Class.Lighting.ColorShift_Top|ColorShift_Top` and
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`ColorShift_Bottom` will interact with the
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`Class.Lighting.Ambient|Ambient` and
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`Class.Lighting.OutdoorAmbient|OutdoorAmbient` properties if they are
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greater than <Typography noWrap>`[0, 0, 0]`</Typography>. Also note that
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the influence of `ColorShift_Bottom` can be very hard to identify when
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`Class.Lighting.GlobalShadows|GlobalShadows` is enabled (default).
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code_samples: []
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type: Color3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.ColorShift_Top
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summary: |
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The hue represented in light reflected from surfaces facing the sun or
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moon.
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description: |
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The hue represented in light reflected from surfaces facing the sun or
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moon.
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The surfaces of a `Class.BasePart` influenced by `ColorShift_Top` depends
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on the position and orientation of the `Class.BasePart` relative to the
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sun or moon's position. Where the sun is directly overhead a
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`Class.BasePart`, the shift in color will only apply to the top surface.
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This effect can be increased or reduced by altering
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`Class.Lighting.Brightness|Brightness`.
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Note that `ColorShift_Top` and
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`Class.Lighting.ColorShift_Bottom|ColorShift_Bottom` will interact with
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the `Class.Lighting.Ambient|Ambient` and
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`Class.Lighting.OutdoorAmbient|OutdoorAmbient` properties if they are
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greater than <Typography noWrap>`[0, 0, 0]`</Typography>.
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code_samples: []
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type: Color3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.EnvironmentDiffuseScale
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summary: |
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Ambient light that is derived from the environment.
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description: |
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Ambient light that is derived from the environment with a default of `0`.
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This property is similar to `Class.Lighting.Ambient|Ambient` and
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`Class.Lighting.OutdoorAmbient|OutdoorAmbient` but it's dynamic and can
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change according to the sky and time of day. When this property is
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increased, it's recommended to decrease `Class.Lighting.Ambient|Ambient`
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and `Class.Lighting.OutdoorAmbient|OutdoorAmbient` accordingly.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.EnvironmentSpecularScale
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summary: |
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Specular light derived from environment.
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description: |
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Specular light derived from environment with a default of `0`. This
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property will make smooth objects reflect the environment and it is
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especially important to make metal look more realistic.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.ExposureCompensation
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summary: |
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The exposure compensation value.
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description: |
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This property determines the exposure compensation amount which applies a
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bias to the exposure level of the scene prior to the tonemap step.
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Defaults to `0` (no exposure compensation) and has a range from `-5` to
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`5`. A value of `1` indicates twice as much exposure and `-1` means half
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as much exposure.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Exposure
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.ExtendLightRangeTo120
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summary: ''
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description: ''
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code_samples: []
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type: RolloutState
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tags:
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- NotScriptable
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.FogColor
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summary: |
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A `Datatype.Color3` value giving the hue of `Lighting` fog.
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description: |
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A `Datatype.Color3` value giving the hue of `Lighting` fog. Note that fog
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properties are hidden when `Lighting` contains an `Class.Atmosphere`
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object.
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code_samples: []
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type: Color3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Fog
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.FogEnd
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summary: |
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The depth from the `Class.Workspace.CurrentCamera`, in studs, at which fog
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will be completely opaque.
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description: |
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The depth from the `Class.Workspace.CurrentCamera`, in studs, at which fog
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will be completely opaque. Note that fog properties are hidden when
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`Lighting` contains an `Class.Atmosphere` object.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Fog
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.FogStart
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summary: |
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The depth from the `Class.Workspace.CurrentCamera`, in studs, at which fog
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begins to show.
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description: |
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The depth from the `Class.Workspace.CurrentCamera`, in studs, at which fog
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begins to show. Note that fog properties are hidden when `Lighting`
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contains an `Class.Atmosphere` object.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Fog
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.GeographicLatitude
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summary: |
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The geographic latitude, in degrees, of the scene, influencing the result
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of `Lighting` time on the position of the sun and moon.
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description: |
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The geographic latitude, in degrees, of the scene, influencing the result
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of `Lighting` time on the position of the sun and moon. When calculating
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the position of the sun, the earth's tilt is also taken into account.
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Changing `GeographicLatitude` will alter the position of the sun at every
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`Class.Lighting.TimeOfDay|TimeOfDay`. If you're looking to obtain the sun
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or moon's position, use
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`Class.Lighting:GetSunDirection()|GetSunDirection()` or
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`Class.Lighting:GetMoonDirection()|GetMoonDirection()`.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.GlobalShadows
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summary: |
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Toggles voxel-based dynamic lighting for the place.
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description: |
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Toggles voxel-based dynamic lighting in the place. When set to `true`,
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shadows are rendered in sheltered areas depending on the position of the
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sun and moon. The lighting hue applied to these sheltered areas is
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determined by the `Class.Lighting.Ambient|Ambient` property while the
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lighting hue in all other areas is determined by the
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`Class.Lighting.OutdoorAmbient|OutdoorAmbient` property.
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When `false`, shadows are not drawn and no distinction is made between
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indoor and outdoor areas. As a result, the
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`Class.Lighting.Ambient|Ambient` property determines the lighting hue and
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`Class.Lighting.OutdoorAmbient|OutdoorAmbient` will do nothing.
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Shadows are calculated using a voxel system and each lighting voxel is
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4×4×4 studs. This means objects need to be larger than
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4×4×4 studs to display a realistic shadow. Shadows are also
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recalculated when `Class.BasePart|BaseParts` are moving.
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code_samples: []
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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||
write: None
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||
thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Environment
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- name: Lighting.LightingStyle
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summary: |
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The artistic intent behind lighting in the experience.
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description: |
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`LightingStyle` indicates the artistic intent behind lighting in the
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experience, as an `Enum.LightingStyle` option.
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code_samples: []
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||
type: LightingStyle
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tags: []
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deprecation_message: ''
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||
security:
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||
read: None
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||
write: RobloxScriptSecurity
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||
thread_safety: ReadSafe
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||
category: Appearance
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||
serialization:
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||
can_load: true
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||
can_save: true
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||
capabilities:
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||
- Environment
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||
- name: Lighting.OutdoorAmbient
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||
summary: |
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||
The lighting hue applied to outdoor areas.
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||
description: |
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||
`OutdoorAmbient` is the lighting hue applied to outdoor areas.
|
||
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`OutdoorAmbient` defaults to `[127, 127, 127]`. As long as the red, green,
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and blue channels of `Class.Lighting.Ambient|Ambient` do not exceed the
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corresponding channels in `OutdoorAmbient`, the hue of the lighting in
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outdoor areas will be determined by this property.
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||
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The effective `OutdoorAmbient` value is clamped to be greater than or
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||
equal to `Class.Lighting.Ambient|Ambient` in all channels, meaning that if
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||
a channel of `Class.Lighting.Ambient|Ambient` exceeds its corresponding
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`OutdoorAmbient` channel, the hue of `Class.Lighting.Ambient|Ambient` will
|
||
begin to apply to outdoor areas.
|
||
|
||
Note that when `Class.Lighting.GlobalShadows|GlobalShadows` is disabled,
|
||
there is no distinction between areas occluded from the sky and
|
||
non‑occluded areas. In this case, `OutdoorAmbient` will be ignored and the
|
||
hue from the `Class.Lighting.Ambient|Ambient` property will be applied
|
||
everywhere.
|
||
code_samples: []
|
||
type: Color3
|
||
tags: []
|
||
deprecation_message: ''
|
||
security:
|
||
read: None
|
||
write: None
|
||
thread_safety: ReadSafe
|
||
category: Appearance
|
||
serialization:
|
||
can_load: true
|
||
can_save: true
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting.Outlines
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||
summary: |
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||
Determines whether outlines are enabled or disabled in a place.
|
||
description: |
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||
This property determines whether outlines are enabled or disabled in a
|
||
place.
|
||
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||
Outlines can be disabled on a global basis, using this `Lighting`
|
||
property, or alternatively on a surface-by-surface basis for
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||
`Class.BasePart|BaseParts` using `Enum.SurfaceType`.
|
||
|
||
Although this property can be set by scripts, it recommended this property
|
||
is set in Roblox Studio prior to publishing the place.
|
||
code_samples: []
|
||
type: boolean
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||
tags:
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||
- Deprecated
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||
deprecation_message: |
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||
This item is no longer supported as the outlines feature was removed from
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||
the Roblox platform.
|
||
security:
|
||
read: None
|
||
write: None
|
||
thread_safety: ReadSafe
|
||
category: Appearance
|
||
serialization:
|
||
can_load: true
|
||
can_save: true
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting.PrioritizeLightingQuality
|
||
summary: |
|
||
Indicates whether you prefer lighting/shading quality or view distance to
|
||
scale down first.
|
||
description: |
|
||
This property indicates whether you prefer lighting/shading quality or
|
||
view distance to scale down first. As the rendering quality level reduces,
|
||
a setting of `true` prioritizes features such as advanced shadows and
|
||
high‑quality shaders at closer distances, while a setting of `false`
|
||
prioritizes view distance.
|
||
code_samples: []
|
||
type: boolean
|
||
tags: []
|
||
deprecation_message: ''
|
||
security:
|
||
read: None
|
||
write: RobloxScriptSecurity
|
||
thread_safety: ReadSafe
|
||
category: Appearance
|
||
serialization:
|
||
can_load: true
|
||
can_save: true
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting.ShadowColor
|
||
summary: |
|
||
This is supposed to change the color of player shadows, but currently
|
||
doesn't do anything.
|
||
description: |
|
||
This is supposed to change the color of player shadows, but currently
|
||
doesn't do anything.
|
||
code_samples: []
|
||
type: Color3
|
||
tags:
|
||
- NotReplicated
|
||
- Deprecated
|
||
deprecation_message: |
|
||
This item is deprecated and has no current functionality. Do not use it
|
||
for new work.
|
||
security:
|
||
read: None
|
||
write: None
|
||
thread_safety: ReadSafe
|
||
category: Appearance
|
||
serialization:
|
||
can_load: true
|
||
can_save: false
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting.ShadowSoftness
|
||
summary: |
|
||
Controls how blurry the shadows are.
|
||
description: |
|
||
Controls how blurry the shadows are with a default of `0.2`. This property
|
||
only works when `Class.Lighting.Technology|Technology` mode is
|
||
`Enum.Technology|ShadowMap` or `Enum.Technology|Future` and the device is
|
||
capable of rendering shadow maps.
|
||
code_samples: []
|
||
type: float
|
||
tags: []
|
||
deprecation_message: ''
|
||
security:
|
||
read: None
|
||
write: None
|
||
thread_safety: ReadSafe
|
||
category: Appearance
|
||
serialization:
|
||
can_load: true
|
||
can_save: true
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting.Technology
|
||
summary: |
|
||
Determines the lighting system for rendering the 3D world. Non-scriptable.
|
||
description: |
|
||
Determines the lighting system for rendering the 3D world. This property
|
||
is non‑scriptable and only modifiable in Studio.
|
||
code_samples: []
|
||
type: Technology
|
||
tags: []
|
||
deprecation_message: |
|
||
This property has been superseded by
|
||
`Class.Lighting.LightingStyle|LightingStyle` which determines the artistic
|
||
intent behind lighting, and
|
||
`Class.Lighting.PrioritizeLightingQuality|PrioritizeLightingQuality` which
|
||
indicates whether you prefer lighting/shading quality or view distance to
|
||
scale down first.
|
||
security:
|
||
read: RobloxScriptSecurity
|
||
write: RobloxScriptSecurity
|
||
thread_safety: ReadSafe
|
||
category: Appearance
|
||
serialization:
|
||
can_load: true
|
||
can_save: true
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting.TimeOfDay
|
||
summary: |
|
||
A 24-hour string representation of the current time of day used by
|
||
`Lighting`.
|
||
description: |
|
||
A 24-hour string representation of the current time of day used by
|
||
`Lighting`. Note that this property does not correspond with the actual
|
||
time of day and will not change during gameplay unless it has been changed
|
||
by a script.
|
||
|
||
For a numeric measure of `Lighting` time, use
|
||
`Class.Lighting.ClockTime|ClockTime`. Changing
|
||
`Class.Lighting.ClockTime|ClockTime` or using
|
||
`Class.Lighting:SetMinutesAfterMidnight()|SetMinutesAfterMidnight()` will
|
||
also change this property.
|
||
code_samples: []
|
||
type: string
|
||
tags: []
|
||
deprecation_message: ''
|
||
security:
|
||
read: None
|
||
write: None
|
||
thread_safety: ReadSafe
|
||
category: Data
|
||
serialization:
|
||
can_load: true
|
||
can_save: true
|
||
capabilities:
|
||
- Environment
|
||
methods:
|
||
- name: Lighting:GetMinutesAfterMidnight
|
||
summary: |
|
||
Returns the number of minutes that have passed after midnight for the
|
||
purposes of lighting.
|
||
description: |
|
||
Returns the number of minutes that have passed after midnight for the
|
||
purposes of lighting. This number will be nearly identical to
|
||
`Class.Lighting.ClockTime|ClockTime` multiplied by `60`.
|
||
|
||
Note that this number will not always be equal to the value given in
|
||
`Class.Lighting:SetMinutesAfterMidnight()|SetMinutesAfterMidnight()` as it
|
||
returns minutes after midnight in the current day.
|
||
code_samples: []
|
||
parameters: []
|
||
returns:
|
||
- type: double
|
||
summary: |
|
||
The number of minutes after midnight.
|
||
tags: []
|
||
deprecation_message: ''
|
||
security: None
|
||
thread_safety: Safe
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting:getMinutesAfterMidnight
|
||
summary: ''
|
||
description: ''
|
||
code_samples: []
|
||
parameters: []
|
||
returns:
|
||
- type: double
|
||
summary: ''
|
||
tags:
|
||
- Deprecated
|
||
deprecation_message: |
|
||
This method is a deprecated variant of
|
||
`Class.Lighting:GetMinutesAfterMidnight()` which should be used instead.
|
||
security: None
|
||
thread_safety: Unsafe
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting:GetMoonDirection
|
||
summary: |
|
||
Returns a `Datatype.Vector3` representing the direction of the moon.
|
||
description: |
|
||
Returns a `Datatype.Vector3` representing the direction of the moon from
|
||
the position <Typography noWrap>`(0, 0, 0)`</Typography>. Note that when
|
||
the moon has "set" and is no longer visible, the `Datatype.Vector3`
|
||
returned by this method will continue to point towards the moon below the
|
||
horizon.
|
||
|
||
`Class.Lighting:GetSunDirection()|GetSunDirection()` is a variant of this
|
||
method for obtaining the direction of the sun.
|
||
code_samples: []
|
||
parameters: []
|
||
returns:
|
||
- type: Vector3
|
||
summary: |
|
||
`Datatype.Vector3` representing the direction of the moon.
|
||
tags: []
|
||
deprecation_message: ''
|
||
security: None
|
||
thread_safety: Safe
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting:GetMoonPhase
|
||
summary: |
|
||
Returns the moon's current phase.
|
||
description: |
|
||
Returns the moon's current phase. There is no way to change the moon's
|
||
phase so this will always return `0.75`.
|
||
code_samples: []
|
||
parameters: []
|
||
returns:
|
||
- type: float
|
||
summary: ''
|
||
tags: []
|
||
deprecation_message: |
|
||
There is currently no way to change the moon's phase, and thus this method
|
||
should not be used.
|
||
security: None
|
||
thread_safety: Unsafe
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting:GetSunDirection
|
||
summary: |
|
||
Returns a `Datatype.Vector3` representing the direction of the sun.
|
||
description: |
|
||
Returns a `Datatype.Vector3` representing the direction of the sun from
|
||
the position <Typography noWrap>`(0, 0, 0)`</Typography>. Note that when
|
||
the sun has "set" and is no longer visible, the `Datatype.Vector3`
|
||
returned by this method will continue to point towards the sun below the
|
||
horizon.
|
||
|
||
`Class.Lighting:GetMoonDirection()|GetMoonDirection()` is a variant of
|
||
this method for obtaining the direction of the moon.
|
||
code_samples: []
|
||
parameters: []
|
||
returns:
|
||
- type: Vector3
|
||
summary: |
|
||
`Datatype.Vector3` representing the direction of the sun.
|
||
tags: []
|
||
deprecation_message: ''
|
||
security: None
|
||
thread_safety: Safe
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting:SetMinutesAfterMidnight
|
||
summary: |
|
||
Sets `Class.Lighting.TimeOfDay|TimeOfDay` and
|
||
`Class.Lighting.ClockTime|ClockTime` to the given number of minutes after
|
||
midnight.
|
||
description: |
|
||
Sets `Class.Lighting.TimeOfDay|TimeOfDay` and
|
||
`Class.Lighting.ClockTime|ClockTime` to the given number of minutes after
|
||
midnight.
|
||
|
||
This method allows a numerical value to be used, for example in a
|
||
day/night cycle `Class.Script`, without the need to convert to a string in
|
||
the format required by `Class.Lighting.TimeOfDay|TimeOfDay`. It also
|
||
allows values greater than 24 hours to be given that correspond to times
|
||
in the next day.
|
||
|
||
The following code sample includes a simple day/night cycle script. The
|
||
speed of time and the initial time can be changed using the `TIME_SPEED`
|
||
and `START_TIME` parameters.
|
||
|
||
```lua
|
||
local Lighting = game:GetService("Lighting")
|
||
|
||
local TIME_SPEED = 60 -- 1 min = 1 hour
|
||
local START_TIME = 9 -- 9 AM
|
||
|
||
local minutesAfterMidnight = START_TIME * 60
|
||
local waitTime = 60 / TIME_SPEED
|
||
|
||
while true do
|
||
minutesAfterMidnight = minutesAfterMidnight + 1
|
||
|
||
Lighting:SetMinutesAfterMidnight(minutesAfterMidnight)
|
||
|
||
task.wait(waitTime)
|
||
end
|
||
```
|
||
code_samples: []
|
||
parameters:
|
||
- name: minutes
|
||
type: double
|
||
default:
|
||
summary: |
|
||
The number of minutes after midnight.
|
||
returns:
|
||
- type: ()
|
||
summary: ''
|
||
tags: []
|
||
deprecation_message: ''
|
||
security: None
|
||
thread_safety: Unsafe
|
||
capabilities:
|
||
- Environment
|
||
- name: Lighting:setMinutesAfterMidnight
|
||
summary: ''
|
||
description: ''
|
||
code_samples: []
|
||
parameters:
|
||
- name: minutes
|
||
type: double
|
||
default:
|
||
summary: ''
|
||
returns:
|
||
- type: ()
|
||
summary: ''
|
||
tags:
|
||
- Deprecated
|
||
deprecation_message: |
|
||
This method is a deprecated variant of
|
||
`Class.Lighting:SetMinutesAfterMidnight()` which should be used instead.
|
||
security: None
|
||
thread_safety: Unsafe
|
||
capabilities:
|
||
- Environment
|
||
events:
|
||
- name: Lighting.LightingChanged
|
||
summary: |
|
||
This event fires when a `Lighting` property is changed or a `Class.Sky` is
|
||
added or removed from `Lighting`.
|
||
description: |
|
||
This event fires when a `Lighting` property is changed or a `Class.Sky` is
|
||
added or removed from `Lighting`, with some exceptions:
|
||
|
||
- Changing `Class.Lighting.GlobalShadows|GlobalShadows` will not fire this
|
||
event.
|
||
- Changing fog properties `Class.Lighting.FogColor|FogColor`,
|
||
`Class.Lighting.FogStart|FogStart`, or `Class.Lighting.FogEnd|FogEnd`
|
||
will not fire this event.
|
||
|
||
In cases where this behavior is not desired, the `Class.Object.Changed`
|
||
event or `Class.Object:GetPropertyChangedSignal()` method can be used.
|
||
code_samples: []
|
||
parameters:
|
||
- name: skyChanged
|
||
type: boolean
|
||
default:
|
||
summary: ''
|
||
tags: []
|
||
deprecation_message: ''
|
||
security: None
|
||
capabilities:
|
||
- Environment
|
||
callbacks: []
|