// 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); } } }
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(); } }
// 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; } } }
// Update is called once per frame void Update() { Event_Script.jobDone((int)Job.MainLightC + getState()); }
// Update is called once per frame void Update() { Event_Script.jobDone((int)Job.Proj1 + curState); }