Ejemplo n.º 1
0
 // Update is called once per frame
 void Update()
 {
     if (FireOrSmoke == 1)
     {
         if (GetComponent <ParticleSystem>().isPlaying)
         {
             Event_Script.jobDone((int)Job.Fireworks);
         }
         if (!boom && GetComponent <ParticleSystem>().isPlaying)
         {
             GetComponent <ParticleSystem>().Stop();
         }
     }
     else
     {
         if (smoke)
         {
             Event_Script.jobDone((int)Job.FogOn);
         }
         if (smoke && !GetComponent <ParticleSystem>().isPlaying)
         {
             GetComponent <ParticleSystem>().Play();
         }
         if (!smoke && GetComponent <ParticleSystem>().isPlaying)
         {
             GetComponent <ParticleSystem>().Stop();
         }
         if (!smoke)
         {
             Event_Script.jobDone((int)Job.FogOff);
         }
     }
 }
Ejemplo n.º 2
0
    void Update()
    {
        if (getNext)
        {
            TimerStart();
            if (Event_Script.moreJobs())
            {
                List <Event_Brief> toAdd = Event_Script.jobsBrief();
                clear();
                foreach (Event_Brief ev in toAdd)
                {
                    UnityEngine.Debug.Log(ev.getType());
                    GameObject cur = Instantiate(template);
                    cur.transform.parent = content.transform;
                    string message = "";
                    switch (ev.getType())
                    {
                    case 0:
                        message = "Green Light: Off";
                        break;

                    case 1:
                        message = "Green Light: On";
                        break;

                    case 2:
                        message = "Pink Light: Off";
                        break;

                    case 3:
                        message = "Pink Light: On";
                        break;

                    case 4:
                        message = "Green Light: Red";
                        break;

                    case 5:
                        message = "Green Light: Blue";
                        break;

                    case 6:
                        message = "Pink Light: Red";
                        break;

                    case 7:
                        message = "Pink Light: Blue";
                        break;

                    case 8:
                        message = "Big Spotlight: Left";
                        break;

                    case 9:
                        message = "Big Spotlight: Center";
                        break;

                    case 10:
                        message = "Big Spotlight: Right";
                        break;

                    case 11:
                        message = "Hit the Fireworks";
                        break;

                    case 12:
                        message = "Fog Machine: Off";
                        break;

                    case 13:
                        message = "Fog Machine: On";
                        break;

                    case 14:
                        message = "Projector: COOL";
                        break;

                    case 15:
                        message = "Projector: STORM";
                        break;

                    case 16:
                        message = "Projector: FIRE";
                        break;

                    case 17:
                        message = "Projector: RAINBOW";
                        break;
                    }
                    cur.GetComponentInChildren <TMPro.TextMeshProUGUI>().text = message;
                }
            }
            getNext = !getNext;
        }
        else if (KILL)
        {
            clear();
        }
    }
Ejemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        //Redundant code to stop the generation of events that we're doing.
        switch (lightID)
        {
        case 1:
            switch (curState)
            {
            case 1:
                Event_Script.jobDone((int)Job.L1P1);
                break;

            case 2:
                Event_Script.jobDone((int)Job.L1P2);
                break;

            default:
                break;
            }
            break;

        case 2:
            switch (curState)
            {
            case 1:
                Event_Script.jobDone((int)Job.L2P1);
                break;

            case 2:
                Event_Script.jobDone((int)Job.L2P2);
                break;

            default:
                break;
            }
            break;

        default:
            break;
        }

        if (on)
        {
            switch (lightID)
            {
            case 1:
                Event_Script.jobDone((int)Job.L1On);
                break;

            case 2:
                Event_Script.jobDone((int)Job.L2On);
                break;
            }
        }
        else
        {
            switch (lightID)
            {
            case 1:
                Event_Script.jobDone((int)Job.L1Off);
                break;

            case 2:
                Event_Script.jobDone((int)Job.L2Off);
                break;
            }
        }
    }
Ejemplo n.º 4
0
 // Update is called once per frame
 void Update()
 {
     Event_Script.jobDone((int)Job.MainLightC + getState());
 }
Ejemplo n.º 5
0
 // Update is called once per frame
 void Update()
 {
     Event_Script.jobDone((int)Job.Proj1 + curState);
 }