/// <summary> /// Changes the status of Light component attached to Player /// <param name="enabled">If true, the lights are toggled on.</param> /// <param name="percent">The strength percentage of the lights. 0 = off 1 = original strength</param> /// </summary> private void ToggleLights(bool enabled, float percent) { foreach (Light light in this.lightsToToggle.GetComponentsInChildren <Light>()) { // Skip VeryClose Light //Light light = childComponent.GetComponent<Light>(); if (light == null || light.name == "VeryClose Light") { continue; } //light.enabled = enabled; // Set the range of the light to the given percent LightRangeModifier rangeModifier = light.GetComponent <LightRangeModifier>(); if (rangeModifier) { // Turn off the player's light //if (!enabled) { rangeModifier.TurnOffLight(); } rangeModifier.ActiveLights = enabled; rangeModifier.PercentRange = percent; } } // Update the status of the lights this.lightsEnabled = enabled; // Debug.Log("Toggle lights"); }
/// <summary> /// Changes the status of Light component attached to Player /// <param name="enabled">If true, the lights are toggled on.</param> /// <param name="percent">The strength percentage of the lights. 0 = off 1 = original strength</param> /// </summary> private void ToggleLights(bool enabled, float percent) { foreach (Light light in this.lightsToToggle.GetComponentsInChildren <Light>()) { // Skip VeryClose Light if (light == null || light.name == "VeryClose Light") { continue; } // Set the range of the light to the given percent LightRangeModifier rangeModifier = light.GetComponent <LightRangeModifier>(); if (rangeModifier) { rangeModifier.ActiveLights = enabled; rangeModifier.PercentRange = percent; } } // Update lights' status this.lightsEnabled = enabled; }