namespace XCEngine { public sealed class Camera : Component { internal Camera(ulong gameObjectUUID) : base(gameObjectUUID) { } public float FieldOfView { get => InternalCalls.Camera_GetFieldOfView(GameObjectUUID); set => InternalCalls.Camera_SetFieldOfView(GameObjectUUID, value); } public float fieldOfView { get => FieldOfView; set => FieldOfView = value; } public float NearClipPlane { get => InternalCalls.Camera_GetNearClipPlane(GameObjectUUID); set => InternalCalls.Camera_SetNearClipPlane(GameObjectUUID, value); } public float nearClipPlane { get => NearClipPlane; set => NearClipPlane = value; } public float FarClipPlane { get => InternalCalls.Camera_GetFarClipPlane(GameObjectUUID); set => InternalCalls.Camera_SetFarClipPlane(GameObjectUUID, value); } public float farClipPlane { get => FarClipPlane; set => FarClipPlane = value; } public float Depth { get => InternalCalls.Camera_GetDepth(GameObjectUUID); set => InternalCalls.Camera_SetDepth(GameObjectUUID, value); } public float depth { get => Depth; set => Depth = value; } public bool Primary { get => InternalCalls.Camera_GetPrimary(GameObjectUUID); set => InternalCalls.Camera_SetPrimary(GameObjectUUID, value); } public bool primary { get => Primary; set => Primary = value; } public CameraClearMode ClearMode { get => (CameraClearMode)InternalCalls .Camera_GetClearMode(GameObjectUUID); set => InternalCalls.Camera_SetClearMode( GameObjectUUID, (int)value); } public CameraClearMode clearMode { get => ClearMode; set => ClearMode = value; } public CameraStackType StackType { get => (CameraStackType)InternalCalls .Camera_GetStackType(GameObjectUUID); set => InternalCalls.Camera_SetStackType( GameObjectUUID, (int)value); } public CameraStackType stackType { get => StackType; set => StackType = value; } } }