Beispiel #1
0
 // Update is called once per frame
 void Update()
 {
     for (int i = 0; i < flickeringLights.Count; ++i)
     {
         FlickeringLight light = flickeringLights[i];
         //Debug.Log(string.Format("Light Info: {0} time on: {1:F4} time off: {2:F4}", light.light.enabled, light.time_on, light.time_off));
         if (light.light.enabled)
         {
             light.time_on -= Time.deltaTime;
             if (light.time_on < 0)
             {
                 light.light.enabled = false;
                 light.time_on       = Random.Range(minTime, maxTime);
             }
         }
         else
         {
             light.time_off -= Time.deltaTime;
             if (light.time_off < 0)
             {
                 light.light.enabled = true;
                 light.time_off      = Random.Range(minTime, maxTime);
             }
         }
         //Debug.Log(string.Format("Light Info after: {0} time on: {1:F4} time off: {2:F4}", light.light.enabled, light.time_on, light.time_off));
         flickeringLights[i] = light;
     }
 }
Beispiel #2
0
 // Use this for initialization
 void Start()
 {
     brightness = gameObject.transform.GetComponentInChildren <Light>();
     flame      = gameObject.transform.GetComponentInChildren <ParticleSystem>();
     flicker    = gameObject.transform.GetComponentInChildren <FlickeringLight>();
     candle     = transform.GetChild(0);
 }
Beispiel #3
0
    // Start is called before the first frame update
    void Start()
    {
        flickeringLights = new List <FlickeringLight>();

        foreach (Light light in lights)
        {
            FlickeringLight fl = new FlickeringLight(light, Random.Range(minTime, maxTime), Random.Range(minTime, maxTime));
            flickeringLights.Add(fl);
        }
    }
Beispiel #4
0
    private void OnTriggerEnter(Collider other)
    {
        FlickeringLight fg = other.gameObject.GetComponent <FlickeringLight>();

        if (fg = null)
        {
            return;
        }

        fg.onmat();
    }
 void Start()
 {
     _canMove = true;
     GameManager.Instance._inDungeon = true;
     _origPos = transform.localPosition;
     //Cursor.lockState = CursorLockMode.None;
     AudioManager.Instance.PlayMusic(_musicToPlay);
     UpdateCompass();
     yellowFlickeringLight = _heldLightYellow.GetComponent <FlickeringLight>();
     blueFlickeringLight   = _heldLightBlue.GetComponent <FlickeringLight>();
 }