<s> from enum import IntEnum <EOL> from . component import Component <EOL> from . object import field <EOL> class ReflectionProbeUsage ( IntEnum ) : <EOL> Off = <NUM_LIT:0> <EOL> BlendProbes = <NUM_LIT:1> <EOL> BlendProbesAndSkybox = <NUM_LIT:2> <EOL> Simple = <NUM_LIT:3> <EOL> class ShadowCastingMode ( IntEnum ) : <EOL> Off = <NUM_LIT:0> <EOL> On = <NUM_LIT:1> <EOL> TwoSided = <NUM_LIT:2> <EOL> ShadowsOnly = <NUM_LIT:3> <EOL> class Renderer ( Component ) : <EOL> enabled = field ( "<STR_LIT>" , bool ) <EOL> lightmap_index = field ( "<STR_LIT>" ) <EOL> materials = field ( "<STR_LIT>" ) <EOL> probe_anchor = field ( "<STR_LIT>" ) <EOL> receive_shadows = field ( "<STR_LIT>" , bool ) <EOL> reflection_probe_usage = field ( "<STR_LIT>" , ReflectionProbeUsage ) <EOL> shadow_casting_mode = field ( "<STR_LIT>" , ShadowCastingMode ) <EOL> sorting_layer_id = field ( "<STR_LIT>" ) <EOL> sorting_order = field ( "<STR_LIT>" ) <EOL> use_light_probes = field ( "<STR_LIT>" , bool ) <EOL> lightmap_index_dynamic = field ( "<STR_LIT>" ) <EOL> lightmap_tiling_offset = field ( "<STR_LIT>" ) <EOL> lightmap_tiling_offset_dynamic = field ( "<STR_LIT>" ) <EOL> static_batch_root = field ( "<STR_LIT>" ) <EOL> subset_indices = field ( "<STR_LIT>" ) <EOL> @ property <EOL> def material ( self ) : <EOL> return self . materials [ <NUM_LIT:0> ] <EOL> class ParticleSystemRenderMode ( IntEnum ) : <EOL> Billboard = <NUM_LIT:0> <EOL> Stretch = <NUM_LIT:1> <EOL> HorizontalBillboard = <NUM_LIT:2> <EOL> VerticalBillboard = <NUM_LIT:3> <EOL> Mesh = <NUM_LIT:4> <EOL> class ParticleSystemSortMode ( IntEnum ) : <EOL> None_ = <NUM_LIT:0> <EOL> Distance = <NUM_LIT:1> <EOL> OldestInFront = <NUM_LIT:2> <EOL> YoungestInFront = <NUM_LIT:3> <EOL> class MeshRenderer ( Component ) : <EOL> pass <EOL> class ParticleRenderer ( Renderer ) : <EOL> camera_velocity_scale = field ( "<STR_LIT>" ) <EOL> length_scale = field ( "<STR_LIT>" ) <EOL> max_particle_size = field ( "<STR_LIT>" ) <EOL> velocity_scale = field ( "<STR_LIT>" ) <EOL> stretch_particles = field ( "<STR_LIT>" ) <EOL> uv_animation = field ( "<STR_LIT>" ) <EOL> class ParticleSystemRenderer ( Renderer ) : <EOL> camera_velocity_scale = field ( "<STR_LIT>" ) <EOL> length_scale = field ( "<STR_LIT>" ) <EOL> max_particle_size = field ( "<STR_LIT>" ) <EOL> mesh = field ( "<STR_LIT>" ) <EOL> mesh1 = field ( "<STR_LIT>" ) <EOL> mesh2 = field ( "<STR_LIT>" ) <EOL> mesh3 = field ( "<STR_LIT>" ) <EOL> normal_direction = field ( "<STR_LIT>" ) <EOL> render_mode = field ( "<STR_LIT>" , ParticleSystemRenderMode ) <EOL> sort_mode = field ( "<STR_LIT>" , ParticleSystemSortMode ) <EOL> sorting_fudge = field ( "<STR_LIT>" ) <EOL> velocity_scale = field ( "<STR_LIT>" ) </s>
