private void OnChangeRequested <T>(LightProperty <T> sender, bool immediate) { if (outgoing == null || outgoing.IsFaulted || outgoing.IsFaulted || outgoing.IsCanceled) { outgoing = ProcessOutgoing(); } }
public Provider(int index, NodeService nodeService) { Index = index; this.nodeService = nodeService; power = new Udp2LightProperties.Power(); power.ChangeRequested += OnChangeRequested; color = new Udp2LightProperties.Color(); color.ChangeRequested += OnChangeRequested; mode = new Udp2LightProperties.Mode(); mode.ChangeRequested += OnChangeRequested; brightness = new Udp2LightProperties.Brightness(); brightness.ChangeRequested += OnChangeRequested; colorTemp = new Udp2LightProperties.ColorTemp(); colorTemp.ChangeRequested += OnChangeRequested; scene = new Udp2LightProperties.Scene(); scene.ChangeRequested += OnChangeRequested; properties = new LightProperty[] { power, color, mode, brightness, colorTemp, scene }; }
public Provider(int index, Client udpClient) { Index = index; client = udpClient; power = new Udp2LightProperties.Power(); power.ChangeRequested += OnChangeRequested; color = new Udp2LightProperties.Color(); color.ChangeRequested += OnChangeRequested; mode = new Udp2LightProperties.Mode(); mode.ChangeRequested += OnChangeRequested; brightness = new Udp2LightProperties.Brightness(); brightness.ChangeRequested += OnChangeRequested; colorTemp = new Udp2LightProperties.ColorTemp(); colorTemp.ChangeRequested += OnChangeRequested; scene = new Udp2LightProperties.Scene(); scene.ChangeRequested += OnChangeRequested; properties = new LightProperty[] { power, color, mode, brightness, colorTemp, scene }; }
public void Interact(C_DisplayImage currentDisplay) { if (displayimage.CurrentWall < 10) { Debug.Log("turn off"); displayimage.CurrentWall += 10; if (door.cat.activeSelf == true) { Invoke("Catlight", 3); } lightproperty = LightProperty.off; if (puzzlecontrol.puzzle > 10 && door.DoorProperty == C_DoorInteraction.DoorState.close) { last.gameObject.SetActive(true); first.gameObject.SetActive(false); canvas.gameObject.SetActive(false); Debug.Log("clear!"); } } else if (displayimage.CurrentWall > 10) { Debug.Log("turn on"); displayimage.CurrentWall -= 10; lightproperty = LightProperty.on; } }
public void Catlight() { if (displayimage.CurrentWall > 10) { Debug.Log("cat turn light on!"); displayimage.CurrentWall -= 10; lightproperty = LightProperty.on; } }
public void OnClickMainLight() { if (currentDisplay.CurrentRoom < 10) { currentDisplay.CurrentRoom = currentDisplay.CurrentRoom + 10; lightproperty = LightProperty.off; } else { currentDisplay.CurrentRoom = currentDisplay.CurrentRoom - 10; lightproperty = LightProperty.on; } if (lightproperty == LightProperty.off && moodOff.activeSelf && lantern.activeSelf && bedOpen.activeSelf && curtain.activeSelf && window.activeSelf) { Rbutton.SetActive(false); Lbutton.SetActive(false); inventory.SetActive(false); StartCoroutine(SomeCoroutine()); Debug.Log("clear!"); return; } }
/// <summary> /// This is callled when this commponent is reset. /// </summary> public override void Reset() { base.Reset(); targetProperty = Defaults.targetProperty; }
set => SetValue(LightProperty, value);
/// <summary> /// This is callled when this commponent is reset. /// </summary> public override void Reset() { base.Reset(); targetProperty = Defaults.targetProperty; }
/// <summary> /// This function is used to help set basic properties on a light /// in a generic way. /// </summary> /// <param name="light">The light whose properties are to be set.</param> /// <param name="targetProperty">The target property to set.</param> /// <param name="propertyValue">The value to set the target property to.</param> public static void SetLightProperty(Light light, LightProperty targetProperty, float propertyValue) { //check if the light is null if (light == null) { return; } //set the property switch (targetProperty) { case LightProperty.ColorRed: light.color = new Color(propertyValue, light.color.g, light.color.b, light.color.a); break; case LightProperty.ColorGreen: light.color = new Color(light.color.r, propertyValue, light.color.b, light.color.a); break; case LightProperty.ColorBlue: light.color = new Color(light.color.r, light.color.g, propertyValue, light.color.a); break; case LightProperty.ColorRGB: light.color = new Color(propertyValue, propertyValue, propertyValue, light.color.a); break; case LightProperty.ColorAlpha: light.color = new Color(light.color.r, light.color.g, light.color.b, propertyValue); break; case LightProperty.Intensity: light.intensity = propertyValue; break; case LightProperty.Range: light.range = propertyValue; break; case LightProperty.SpotAngle: light.spotAngle = propertyValue; break; case LightProperty.ShadowBias: light.shadowBias = propertyValue; break; case LightProperty.ShadowSoftness: light.shadowSoftness = propertyValue; break; case LightProperty.ShadowSoftnessFade: light.shadowSoftnessFade = propertyValue; break; case LightProperty.ShadowStrength: light.shadowStrength = propertyValue; break; default: break; } }
/// <summary> /// This function is used to help set basic properties on a light /// in a generic way. /// </summary> /// <param name="light">The light whose properties are to be set.</param> /// <param name="targetProperty">The target property to set.</param> /// <param name="propertyValue">The value to set the target property to.</param> public static void SetLightProperty(Light light, LightProperty targetProperty, float propertyValue) { //check if the light is null if (light == null) { return; } //set the property switch (targetProperty) { case LightProperty.ColorRed: light.color = new Color(propertyValue, light.color.g, light.color.b, light.color.a); break; case LightProperty.ColorGreen: light.color = new Color(light.color.r, propertyValue, light.color.b, light.color.a); break; case LightProperty.ColorBlue: light.color = new Color(light.color.r, light.color.g, propertyValue, light.color.a); break; case LightProperty.ColorRGB: light.color = new Color(propertyValue, propertyValue, propertyValue, light.color.a); break; case LightProperty.ColorAlpha: light.color = new Color(light.color.r, light.color.g, light.color.b, propertyValue); break; case LightProperty.Intensity: light.intensity = propertyValue; break; case LightProperty.Range: light.range = propertyValue; break; case LightProperty.SpotAngle: light.spotAngle = propertyValue; break; case LightProperty.ShadowBias: light.shadowBias = propertyValue; break; case LightProperty.ShadowSoftness: light.shadowSoftness = propertyValue; break; case LightProperty.ShadowSoftnessFade: light.shadowSoftnessFade = propertyValue; break; case LightProperty.ShadowStrength: light.shadowStrength = propertyValue; break; default: break; } }