private void OnDayNightChange(DayNightMissive missive) { switch (missive.state) { case DayNightStateTypes.Day: currentNPCLightState = NPCLightStateTypes.Off; break; case DayNightStateTypes.Night: currentNPCLightState = NPCLightStateTypes.Low; break; case DayNightStateTypes.Sunrise: currentNPCLightState = NPCLightStateTypes.Off; break; case DayNightStateTypes.Sunset: currentNPCLightState = NPCLightStateTypes.Low; break; default: break; } headLights.ForEach(x => SetNPCLights(x)); headLightRenderers.ForEach(x => SetNPCLightRenderers(x, true)); tailLightRenderers.ForEach(x => SetNPCLightRenderers(x)); brakeLightRenderers.ForEach(x => SetNPCLightRenderers(x)); }
private void DayNightStateChange() { var missive = new DayNightMissive { state = currentDayNightState }; Missive.Send(missive); }
private void OnDayNightChange(DayNightMissive missive) { switch (missive.state) { case DayNightStateTypes.Day: OnDay(); break; case DayNightStateTypes.Night: OnNight(); break; case DayNightStateTypes.Sunrise: OnDay(); break; case DayNightStateTypes.Sunset: OnNight(); break; default: break; } }
private void OnDayNightChange(DayNightMissive missive) { switch (missive.state) { case DayNightStateTypes.Day: ToggleLight(false); break; case DayNightStateTypes.Night: ToggleLight(true); break; case DayNightStateTypes.Sunrise: ToggleLight(false); break; case DayNightStateTypes.Sunset: ToggleLight(true); break; default: break; } }