using Godot; using System.Reflection; using System.Collections.Generic; namespace Rokojori { [Tool] [GlobalClass] public partial class RoughnessModule:TextureModule { public RoughnessModule() { _domainName = "roughness"; _domainScaleName = "roughness"; _domainOffsetName = "roughnessOffset"; _domainValueName = "roughness"; _target = "ROUGHNESS"; _type = TextureChannelType.ONE; _channelSource = TextureChannelSource.G; } [Export] public TextureFilter filter = TextureFilter.Linear_MipMap_Anisotropic; [Export] public DomainMode domainMode = DomainMode.Texture_Scale_Offset; [Export] public bool repeat = true; [Export] public string uvChannel = "UV"; [Export] public TextureDefault textureDefault = TextureDefault.White; [Export] public AssignmentType assignmentType = AssignmentType.Set; [Export] public bool clamp = true; public override void GrabValues() { _domainMode = domainMode; _textureFilter = filter; _repeat = repeat; _textureDefault = textureDefault; _uvChannel = uvChannel; _assignmentType = assignmentType; _clamp = clamp; } } }