public void AddToPriorityLightQueue( TrafficSystemTrafficLight a_light ) { bool foundLight = false; for(int lIndex = 0; lIndex < m_priorityLightQueue.Count; lIndex++) { TrafficSystemTrafficLight light = m_priorityLightQueue[lIndex]; if(light == a_light) { foundLight = true; break; } } if(!foundLight) m_priorityLightQueue.Add(a_light); }
public void AddToPriorityLightQueue(TrafficSystemTrafficLight a_light) { bool foundLight = false; for (int lIndex = 0; lIndex < m_priorityLightQueue.Count; lIndex++) { TrafficSystemTrafficLight light = m_priorityLightQueue[lIndex]; if (light == a_light) { foundLight = true; break; } } if (!foundLight) { m_priorityLightQueue.Add(a_light); } }
void FindAllLightsRecursive(TrafficSystemIntersection a_trafficSystemIntersection, GameObject a_obj) { if (a_obj) { if (a_obj.GetComponent <TrafficSystemTrafficLight>()) { TrafficSystemTrafficLight light = a_obj.GetComponent <TrafficSystemTrafficLight>(); a_trafficSystemIntersection.m_lights.Add(light); } for (int cIndex = 0; cIndex < a_obj.transform.childCount; cIndex++) { Transform child = a_obj.transform.GetChild(cIndex); if (child.gameObject) { FindAllLightsRecursive(a_trafficSystemIntersection, child.gameObject); } } } }
public void AssignTrafficLight( TrafficSystemTrafficLight a_trafficLight ) { if(m_trafficLightCoolDown > m_trafficLightCoolDownMax) TrafficLight = a_trafficLight; m_trafficLightCoolDown = 0.0f; }
public void ProcessHasEnteredTrafficLightTrigger( TrafficSystemTrafficLight a_trafficLight ) { // Debug.Log("Hit " + a_trafficLight + " and the light was " + a_trafficLight.m_status); // put code here... }
public void ProcessHasEnteredTrafficLightTrigger(TrafficSystemTrafficLight a_trafficLight) { // Debug.Log("Hit " + a_trafficLight + " and the light was " + a_trafficLight.m_status); // put code here... }