Beispiel #1
0
 void OnBecameInvisible()
 {
     for (int i = 0; i < OnInvisibleEvents.Count; ++i)
     {
         HDRSystem.PostEvent(gameObject, OnInvisibleEvents[i]);
     }
 }
Beispiel #2
0
 void OnDestroy()
 {
     for (int i = 0; i < OnDestroyEvents.Count; ++i)
     {
         HDRSystem.PostEvent(gameObject, OnDestroyEvents[i]);
     }
 }
Beispiel #3
0
 void OnDisable()
 {
     for (int i = 0; i < OnDisableEvents.Count; ++i)
     {
         HDRSystem.PostEvent(gameObject, OnDisableEvents[i]);
     }
 }
Beispiel #4
0
 void Start()
 {
     for (int i = 0; i < OnStartEvents.Count; ++i)
     {
         HDRSystem.PostEvent(gameObject, OnStartEvents[i]);
     }
 }
Beispiel #5
0
 void OnDestroy()
 {
     for (int i = 0; i < OnDestroyEvents.Count; ++i)
     {
         HDRSystem.LoadBank(OnDestroyEvents[i]);
     }
     for (int i = 0; i < OnDestroyUnloadEvents.Count; ++i)
     {
         HDRSystem.UnloadBank(OnDestroyUnloadEvents[i]);
     }
 }
Beispiel #6
0
 void OnDisable()
 {
     for (int i = 0; i < OnDisableEvents.Count; ++i)
     {
         HDRSystem.LoadBank(OnDisableEvents[i]);
     }
     for (int i = 0; i < OnDisableUnloadEvents.Count; ++i)
     {
         HDRSystem.UnloadBank(OnDisableUnloadEvents[i]);
     }
 }
Beispiel #7
0
 void Start()
 {
     for (int i = 0; i < OnStartEvents.Count; ++i)
     {
         HDRSystem.LoadBank(OnStartEvents[i]);
     }
     for (int i = 0; i < OnStartUnloadEvents.Count; ++i)
     {
         HDRSystem.UnloadBank(OnStartUnloadEvents[i]);
     }
 }
Beispiel #8
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.E))
        {
            if (canSignal)
            {
                canSignal = false;
                HDRSystem.PostEvent(gameObject, SignalEvent);
                StartCoroutine(SignalReset());
            }
            var signalStation = SignalMaster.Master.GetLastActivated();
            if (Vector3.Distance(signalStation.transform.position, transform.position) < _activationRadius && !waiting)
            {
                waiting = true;

                StartCoroutine(ActivateNext());
            }
        }
    }