public void setLightState() { lightObj.color = (state == State.RED ? lightRed : (state == State.GREEN ? lightGreen : lightYellow)); LightLogic redLight = redLightObject.GetComponent <LightLogic> (); LightLogic yellowLight = yellowLightObject.GetComponent <LightLogic> (); LightLogic greenLight = greenLightObject.GetComponent <LightLogic> (); redLight.setState(state); yellowLight.setState(state); greenLight.setState(state); }
private void Start() { _colorToLerp = LightSource.LightColor; _lastSpawnUnits = 0; _spawnsCounter = 3; isStatsSended = false; _wasErrorNetwork = false; _playerStat = GetComponent <PlayerStat>(); _lightLogic = Light.GetComponent <LightLogic>(); _darkSpawn = 0; ProgressBar.SetActive(true); WinText.gameObject.SetActive(false); _shadowSource = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <BeatLightScaler>(); AudioSource.PlayClipAtPoint(NewStart, transform.position); }
private void Start() { _colorToLerp = LightSource.LightColor; _lastSpawnUnits = 0; _spawnsCounter = 3; isStatsSended = false; _wasErrorNetwork = false; _playerStat = GetComponent<PlayerStat>(); _lightLogic = Light.GetComponent<LightLogic>(); _darkSpawn = 0; ProgressBar.SetActive(true); WinText.gameObject.SetActive(false); _shadowSource = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren<BeatLightScaler>(); AudioSource.PlayClipAtPoint(NewStart, transform.position); }