// 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); } } }
// 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); }