public LightSelectorPresenter(ILightSelectorView pView, LightState pLightState) : base(pView, pLightState) { mView = pView; mView.UpdateColorFired += new gigaFlash.Delegates.TypedDelegate<System.Drawing.Color>(OnUpdateColorFired); mView.ClearClicked += new gigaFlash.Delegates.VoidDelegate(OnClearClicked); }
private void ChangeColour(string lightName, int hue) { try { int lightKey = GetLightKey(lightName); if (lightKey == 0) { return; } var light = GetLight(lightKey); int lightHue = (light.State.Hue.HasValue ? light.State.Hue.Value : 0); bool lightOn = (light.State.On.HasValue ? light.State.On.Value : false); bool reachable = (light.State.Reachable.HasValue ? light.State.Reachable.Value : false); if (reachable && (!lightOn || lightHue != hue)) { var state = new LightState(); state.On = true; state.Brightness = 255; state.Hue = hue; Proxy.SetLightState(lightKey, state); } } catch (Exception ex) { Console.WriteLine(String.Format("Hue Error: {0}", ex.Message)); } }
void Update() { if(CurrentState == LightState.Off) { if(LightsOffTime == 0) { LightsOffTime = Time.time + Random.Range(10f, 25f); LightsOnTime = 0; } else if(Time.time > LightsOffTime) { CurrentState = LightState.On; StateManager.Instance.UpdateState(Model.State.Light); } } else //LightState.On { if(LightsOnTime == 0) { LightsOnTime = Time.time + Random.Range(5f, 15f); LightsOffTime = 0; } else if(Time.time > LightsOnTime) { CurrentState = LightState.Off; StateManager.Instance.UpdateState(Model.State.Light); } } //Debug.Log("Lightstate: " + CurrentState); }
public SnakePresenter(ISnakeView pView, LightState pState) : base(pView, pState) { mView = pView; mLightState = pState; mView.SpeedChanged += new TypedDelegate<int>(OnSpeedChanged); }
// Update is called once per frame void Update() { /* // 点滅させる場合 float phi = Time.time / duration * 2 * Mathf.PI; float amplitude = Mathf.Cos(phi) * 0.5F + 0.5F; light.intensity = amplitude; */ if (state == LightState.LEAP_ON) { time += Time.deltaTime; float t = time / duration; if (t >= 1.0f) { t = 1.0f; state = LightState.LEAP_OFF; time = 0.0f; } GetComponent<Light>().intensity = limitIntensity * t; } else if (state == LightState.LEAP_OFF) { time += Time.deltaTime; float t = 1 - time / duration; if (t <= 0.0f) { t = 0.0f; state = LightState.OFF; time = 0.0f; } GetComponent<Light>().intensity = limitIntensity * t; } }
void TrafficState(ref float TrafficTime, ref LightState currentState) { switch (currentState) { case LightState.RedLight: { TrafficTime += Time.deltaTime; if (TrafficTime > 4.0f) { currentState = LightState.YellowLight2G; redLight.color = Color.black; greenLight.color = Color.black; yellowLight.color = Color.yellow; TrafficTime = 0.0f; } } break; case LightState.YellowLight2G: { TrafficTime += Time.deltaTime; if (TrafficTime > 1.0f) { currentState = LightState.GreenLight; yellowLight.color = Color.black; greenLight.color = Color.green; TrafficTime = 0.0f; } } break; case LightState.GreenLight: { TrafficTime += Time.deltaTime; if (TrafficTime > 4.0f) { currentState = LightState.YellowLight2R; greenLight.color = Color.black; yellowLight.color = Color.yellow; TrafficTime = 0.0f; } } break; case LightState.YellowLight2R: { TrafficTime += Time.deltaTime; if (TrafficTime > 2.0f) { currentState = LightState.RedLight; yellowLight.color = Color.black; redLight.color = Color.red; TrafficTime = 0.0f; } } break; } }
void 检查风扇状态(IPEndPoint ipEndPoint) { DeviceCommandManager.setCommandCallback(enumDeviceCommand.查询风扇状态, (data) => { Debug.WriteLine("风扇状态 => " + data); IDeviceCommand idc = DeviceCommandManager.getDeivceCommand(enumDeviceCommand.查询风扇状态); if (null != idc) { LightState ls = idc.parseResponse(data); if (null != ls && last_command != null) { bool temp = (last_command.Name == "open") ? true : false; if (ls.State == temp) //灯现在的状态和操作目标状态相同,同为关或者开 { switch (last_command.Name) { case "open": Debug.WriteLine(string.Format("{0} 打开风扇", last_command.Commander)); command ncOpen = new command("open", string.Format("{0}打开了风扇", last_command.Commander)); last_effective_command = ncOpen; recently_broadcast = JsonConvert.SerializeObject(ncOpen); this.Broadcast(recently_broadcast); break; case "close": Debug.WriteLine(string.Format("{0} 关闭风扇", last_command.Commander)); command ncClose = new command("close", string.Format("{0}关闭了风扇", last_command.Commander)); last_effective_command = ncClose; recently_broadcast = JsonConvert.SerializeObject(ncClose); this.Broadcast(recently_broadcast); break; } } else //说明设备没有响应,通知客户端 { switch (ls.State) { case true: command ncOpen = new command("open", "操作失败"); recently_broadcast = JsonConvert.SerializeObject(ncOpen); this.Send(recently_broadcast); //只通知本人 Debug.WriteLine("关闭风扇操作失败"); break; case false: command ncClose = new command("close", "操作失败"); recently_broadcast = JsonConvert.SerializeObject(ncClose); this.Send(recently_broadcast); Debug.WriteLine("打开风扇操作失败"); break; } } } } }); DeviceCommandManager.executeCommand(enumDeviceCommand.查询风扇状态, ipEndPoint, 1000); }
protected override void SaveSettings() { LightState frontLight = (LightState)Enum.ToObject(typeof(LightState), this.cbFront.SelectedIndex); LightState breakLight = (LightState)Enum.ToObject(typeof(LightState), this.cbBreak.SelectedIndex); LightState topGreenLight = (LightState)Enum.ToObject(typeof(LightState), this.cbTopGreen.SelectedIndex); LightState topRedLight = (LightState)Enum.ToObject(typeof(LightState), this.cbTopRed.SelectedIndex); this.action.UpdateSettings(frontLight, breakLight, topGreenLight, topRedLight); }
public PointLightComponentState(LightState state, Color color, LightModeClass mode, float radius, Vector2 offset) : base(NetIDs.POINT_LIGHT) { State = state; Color = color; Mode = mode; Radius = radius; Offset = offset; }
internal async Task Handle(HueTurnOff notification) { LightState lightState = new LightState { on = false }; await _hueState.SetLightStateAsync(notification.LightId, lightState); }
public PointLightComponentState(LightState state, int colorR, int colorG, int colorB, LightModeClass mode) : base(NetIDs.POINT_LIGHT) { State = state; ColorR = colorR; ColorG = colorG; ColorB = colorB; Mode = mode; }
private void applyLightState(int key, int bank, LightState state) { if (state == LightState.off) xk24.SetBacklightLED(0, key, bank, 0); else if (state == LightState.on) xk24.SetBacklightLED(0, key, bank, 1); else if (state == LightState.blink) xk24.SetBacklightLED(0, key, bank, 2); }
private static void AddTrafficLights(string[] args, IList <ITrafficLight> trafficLights) { foreach (var element in args) { LightState lightState = Enum.Parse <LightState>(element); ITrafficLight trafficLight = new TrafficLight(lightState); trafficLights.Add(trafficLight); } }
private void SetState(LightState newState) { _spriteComponent.LayerSetVisible(1, newState == LightState.On); _pointLight.State = newState; if (_clothingComponent != null) { _clothingComponent.ClothingEquippedPrefix = newState.ToString(); } }
public LightComponentState(LightState state, int colorR, int colorG, int colorB, LightModeClass mode) : base(ComponentFamily.Light) { State = state; ColorR = colorR; ColorG = colorG; ColorB = colorB; Mode = mode; }
private void GotoState(LightState desiredState, bool powerSavingMode = false) { this.stopThread(); this.desiredState = desiredState; this.powerSavingMode = powerSavingMode; ThreadStart thStart = new ThreadStart(this.ControlLightLogic); this.lLogicThread = new Thread(thStart); this.lLogicThread.Start(); }
private void LitRedLight() { ChangeLightMaterial(_greenLightObject, _greenLightUnlitMaterial); if (_hasOrangeLight) { ChangeLightMaterial(_orangeLightObject, _orangeLightUnlitMaterial); } ChangeLightMaterial(_redLightObject, _redLightLitMaterial); _currentLightState = LightState.Red; }
public async Task ToggleAsync(int id) { var currentLight = await _lightsApi.GetLight(_applicationConfig.BridgeConfig.UserName, id); var newState = new LightState { On = !currentLight.State.On }; var response = await _lightsApi.SetState(_applicationConfig.BridgeConfig.UserName, id, newState); }
public void Green() { state = LightState.GREEN; if (greenLight != null && yellowLight != null && redLight != null) { redLight.GetComponent <MeshRenderer>().material.SetVector("_EmissionColor", new Vector4(redColor.r, redColor.g, redColor.b, redColor.a) * -1f); yellowLight.GetComponent <MeshRenderer>().material.SetVector("_EmissionColor", new Vector4(yellowColor.r, yellowColor.g, yellowColor.b, yellowColor.a) * -1); greenLight.GetComponent <MeshRenderer>().material.SetVector("_EmissionColor", new Vector4(greenColor.r, greenColor.g, greenColor.b, greenColor.a) * 1); } }
// Use this for initialization void Start() { GameManager = GameObject.Find("GameManager"); Theme = GameManager.GetComponent <ThemeManager>(); light = GetComponentInChildren <Light>(); lastState = currentState; currentLight = light.intensity; currentColor = light.color; }
// Use this for initialization void Start() { // Initially set the lights to a random LightState. lightState = (LightState)Math.Floor(UnityEngine.Random.value * Enum.GetNames(typeof(LightState)).Length); draw(); // public void InvokeRepeating(string methodName, float time, float repeatRate); // Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. InvokeRepeating("NextState", CYCLE_SPEED * UnityEngine.Random.value, CYCLE_SPEED); }
private void TransitionLightOn() { alpha += Time.fixedDeltaTime * turnOnScaleFactor; if (alpha >= 1f) { alpha = 1f; lightState = LightState.Normal; } }
private void TransitionLightOff() { alpha -= Time.fixedDeltaTime * turnOffScaleFactor; if (alpha <= 0) { alpha = 0; lightState = LightState.Off; gameObject.SetActive(false); } }
/// <summary> /// 燈關閉狀態下執行的函數 /// </summary> private void OnCloseState() { //在關閉狀態下按下O鍵,開始和重置動畫,並且設置燈的狀態為打開狀態 if (Input.GetKeyDown(KeyCode.O)) { isAnimation = true; isResetAnimation = true; currentState = LightState.Open; } }
public void ResetDuration(EMPConfig eMPConfig) { stateTimer = 0; if (state != LightState.Overload) { state = LightState.Off; } EEA_MelonCoroutines.Stop(coroutine); StartFlickerAt = UnityEngine.Random.RandomRange((float)(eMPConfig.Duration * 0.5), eMPConfig.Duration); Duration = eMPConfig.Duration; }
internal async Task Handle(HueTurnOn notification) { LightState lightState = new LightState { on = true, sat = 0, bri = 127 }; await _hueState.SetLightStateAsync(notification.LightId, lightState); }
public void UpdateLight(string lightId, LightState state) { if (!_lightByAdapterMap.ContainsKey(lightId)) { throw new Exception($"Light '{lightId}' was not found by any adapter!"); } int adapterId = _lightByAdapterMap[lightId]; LightAdapters[adapterId].UpdateLight(lightId, state); }
public void OnChangeState() { //状态转换 switch (CurrentState) { case LightState.Off: CurrentState = LightState.Warm; break; case LightState.Warm: CurrentState = LightState.White; break; case LightState.White: CurrentState = LightState.WarmWhite; break; case LightState.WarmWhite: CurrentState = LightState.Off; break; default: CurrentState = LightState.Off; break; } //状态行为 switch (CurrentState) { case LightState.Off: mLight.color = Color.black; mMat.SetColor("_EmissionColor", mLight.color); break; case LightState.Warm: mLight.color = new Color(0.8f, 0.5f, 0); mMat.SetColor("_EmissionColor", mLight.color); break; case LightState.White: mLight.color = new Color(0.8f, 0.8f, 0.8f); mMat.SetColor("_EmissionColor", mLight.color); break; case LightState.WarmWhite: mLight.color = new Color(1, 0.85f, 0.6f); mMat.SetColor("_EmissionColor", mLight.color); break; default: mLight.color = Color.black; mMat.SetColor("_EmissionColor", mLight.color); break; } }
private void Change(object state) { var lightstate = new LightState() { RedIsOn = _random.Next(2) == 0, YellowIsOn = _random.Next(2) == 0, GreenIsOn = _random.Next(2) == 0 }; StoplightModeManager.StoplightStateManager.SetState(lightstate); }
public void UpdateLight(string lightId, LightState state) { using (var client = new WebClient()) { string lightUrl = $"http://{BridgeIp}/api/{BridgeUser}/lights/{_lightMap[lightId]}/state"; string lightJson = JsonConvert.SerializeObject(Convert(state)); client.UploadString(new Uri(lightUrl), "PUT", lightJson); } }
public void UpdateRoom(string roomId, LightState state) { using (var client = new WebClient()) { string lightUrl = $"http://{BridgeIp}/api/{BridgeUser}/groups/{roomId}/action"; string lightJson = JsonConvert.SerializeObject(Convert(state)); client.UploadString(new Uri(lightUrl), "PUT", lightJson); } }
public async Task SimpleLigthAsync() { LightState current = LightState.Red; while (true) { current = _switcher.GetNextLight1(current); Console.WriteLine($"new light: {current}"); await Task.Delay(2000); } }
void CheckTime() { if (theme.isDaytime) { currentState = LightState.off; } else if (theme.isNighttime) { currentState = LightState.on; } }
public void setState(bool OnOff) { if (OnOff) { lightState = LightState.ON; } else { lightState = LightState.OFF; } }
public static void CalculateLightCone(LightState lightState, out Vector3 position, out Vector3 direction, out float angle, out float radius, out float distance, out Vector4 color) { position = lightState.Position; position.Z *= -1; direction = -Vector3.UnitZ; direction = Vector3.Transform(Vector3.Transform(-Vector3.UnitZ, Matrix.CreateRotationX(MathHelper.ToRadians(-lightState.Elevation.Y))), Matrix.CreateRotationY(MathHelper.ToRadians(-lightState.Azimuth.Y))); angle = MathHelper.ToRadians(lightState.Angle) / 2; radius = lightState.Radius / 2; distance = (float)(radius / Math.Sin(angle)); color = lightState.Color.ToVector4(); }
public RoomPresenter(IRoom pView, LightState pState) : base(pView, pState) { mView = pView; mView.LightViewAdded += new TypedDelegate<ILightView>(OnLightViewAdded); mView.InitializeRoom(); mView.LightUpdate += new DualTypedDelegate<int, Color>(OnLightUpdate); mView.ColorSaveFired += new TypedDelegate<gigaFlash.ConfigObjects.ColorConfig>(OnColorSaveFired); mView.SineEventFired += new TypedDelegate<List<int>>(OnSineFired); mView.StopEventFired += new TypedDelegate<List<int>>(OnStopEvent); mView.Disposing += new VoidDelegate(OnDisposing); mView.PostInitializiation(); }
public ThreadPresenterBase(IThreadedView pView, LightState pState) : base(pView, pState) { mThreadedView = pView; mThreadedView.StartFired += new gigaFlash.Delegates.TypedDelegate<Color>(OnMainThreadStart); mThreadedView.StopFired += new gigaFlash.Delegates.VoidDelegate(OnStopClicked); mThreadedView.Disposing += new gigaFlash.Delegates.VoidDelegate(OnDisposing); mMainThread = new BackgroundWorker(); mMainThread.WorkerSupportsCancellation = true; mMainThread.DoWork += new DoWorkEventHandler(RunContinuously); mMainThread.RunWorkerCompleted += new RunWorkerCompletedEventHandler(OnMainThreadStopped); }
public Image GetImage(LightState lightState, int num) { switch (lightState) { case LightState.Off: return _normalImgs[num]; case LightState.Soft: return _sofLightImgs[num]; case LightState.Hard: return _hardLightImgs[num]; default: return null; } }
public void PrintLightState(string devicename, LightState state) { switch (state) { case LightState.Off: Console.WriteLine("{0} {1}", devicename, Off); break; case LightState.Low: Console.WriteLine("{0} {1}", devicename, Low); break; case LightState.Medium: Console.WriteLine("{0} {1}", devicename, Medium); break; case LightState.High: Console.WriteLine("{0} {1}", devicename, High); break; } }
public void SwitchBack() { switch (State) { case LightState.Off: State = LightState.High; break; case LightState.Low: State = LightState.Off; break; case LightState.Medium: State = LightState.Low; break; case LightState.High: State = LightState.Medium; break; } }
public override void SetParameter(ComponentParameter parameter) { base.SetParameter(parameter); switch (parameter.MemberName) { case "startState": _state = (LightState) Enum.Parse(typeof (LightState), parameter.GetValue<string>(), true); break; case "lightColorR": _colorR = int.Parse(parameter.GetValue<string>()); break; case "lightColorG": _colorG = int.Parse(parameter.GetValue<string>()); break; case "lightColorB": _colorB = int.Parse(parameter.GetValue<string>()); break; } }
public Simulation(String name, IPatternProvider patternProvider) { Name = name; PatternProvider = patternProvider; PatternProvider.Simulation = this; _updateTimer = new Timer(); _updateTimer.Elapsed += (o, args) => AdvanceTime(); _updateTimer.Interval = 1000/60; Speed = 1; GC.KeepAlive(_updateTimer); foreach (var light in _lights) { var lState = new LightState {Address = light.Address, Color = light.Color}; _stateMap[light.Address] = lState; _lightState.Add(lState); } LightSystemProvider.OnLightsUpdated += LightsUpdated; ActivePatterns = new List<PatternStart>(); }
private void LightsUpdated(bool added) { if (added) { // if they've been added check all against the current set ISet<LightAddress> addresses = new HashSet<LightAddress>(_lights.Select(l=>l.Address)); foreach (LEDNode node in LightSystemProvider.Lights) { if (!addresses.Contains(node.Address)) { node.IsActive = IsActive; _lights.Add(node); var lState = new LightState {Address = node.Address, Color = node.Color}; _lightState.Add(lState); _stateMap[node.Address] = lState; } } } else {// if they've been removed check current set against all ISet<LightAddress> addresses = new HashSet<LightAddress>(LightSystemProvider.Lights.Select(l=>l.Address)); for (int i = 0; i < _lights.Count; ) { if (addresses.Contains(_lights[i].Address)) { i++; } else { LightAddress toRemove = _lights[i].Address; _lights.RemoveAt(i); var lState = _stateMap[toRemove]; _stateMap.Remove(toRemove); _lightState.Remove(lState); } } } }
public LightStateInfoAtNumber(int number, LightState lightState) { _number = number; _lightState = lightState; }
public Light() { State=new LightOn(); }
protected void SetState(LightState state) { _light.SetState(state); }
private void UpdateLights() { if (this.player != null) { if (this.player.Healt > 9 && prevState == LightState.Red) { Console.WriteLine("Red --> orange"); Program.lightFX.LFX_ActionColorEx(LFX_Position.LFX_All, LFX_ActionEnum.Morph, new LFX_ColorStruct(255, 255, 0, 0), new LFX_ColorStruct(255, 255, 128, 0)); Program.lightFX.LFX_Update(); Thread.Sleep(Program.FadeTime); Program.lightFX.LFX_Light(LFX_Position.LFX_All, new LFX_ColorStruct(255, 255, 128, 0)); Program.lightFX.LFX_Update(); prevState = LightState.Orange; UpdateLights(); } else if (player.Healt <= 15 && prevState == LightState.Green) { Console.WriteLine("Green --> orange"); Program.lightFX.LFX_ActionColorEx(LFX_Position.LFX_All, LFX_ActionEnum.Morph, new LFX_ColorStruct(255, 0, 255, 0), new LFX_ColorStruct(255, 255, 128, 0)); Program.lightFX.LFX_Update(); Thread.Sleep(Program.FadeTime); Program.lightFX.LFX_Light(LFX_Position.LFX_All, new LFX_ColorStruct(255, 255, 128, 0)); Program.lightFX.LFX_Update(); prevState = LightState.Orange; UpdateLights(); } else if (player.Healt > 15 && prevState == LightState.Orange) { Console.WriteLine("orange --> green"); Program.lightFX.LFX_ActionColorEx(LFX_Position.LFX_All, LFX_ActionEnum.Morph, new LFX_ColorStruct(255, 255, 128, 0), new LFX_ColorStruct(255, 0, 255, 0)); Program.lightFX.LFX_Update(); Thread.Sleep(Program.FadeTime); Program.lightFX.LFX_Light(LFX_Position.LFX_All, new LFX_ColorStruct(255, 0, 255, 0)); Program.lightFX.LFX_Update(); prevState = LightState.Green; UpdateLights(); } else if (player.Healt <=9 && prevState == LightState.Orange) { Console.WriteLine("orange --> red"); Program.lightFX.LFX_ActionColorEx(LFX_Position.LFX_All, LFX_ActionEnum.Morph, new LFX_ColorStruct(255, 255, 128, 0), new LFX_ColorStruct(255, 255, 0, 0)); Program.lightFX.LFX_Update(); Thread.Sleep(Program.FadeTime); Program.lightFX.LFX_Light(LFX_Position.LFX_All, new LFX_ColorStruct(255, 255, 0, 0)); Program.lightFX.LFX_Update(); prevState = LightState.Red; UpdateLights(); } else if (player.Healt > 3 && ((player.Healt <= 9 && prevState!=LightState.Red)|| prevState==LightState.Pulse)) { // Red Console.WriteLine("red"); Program.lightFX.LFX_Light(LFX_Position.LFX_All, new LFX_ColorStruct(255, 255, 0, 0)); Program.lightFX.LFX_Update(); prevState = LightState.Red; UpdateLights(); } else if (player.Healt <= 3 && prevState != LightState.Pulse) { Console.WriteLine("Pulse red"); // Pulse red Program.lightFX.LFX_ActionColor(LFX_Position.LFX_All, LFX_ActionEnum.Pulse, new LFX_ColorStruct(255, 255, 0, 0)); Program.lightFX.LFX_Update(); prevState = LightState.Pulse; UpdateLights(); } //Console.WriteLine(this.player.Healt); } }
void Awake() { if (instance == null) instance = this; _currentState = LightState.Off; }
// Update is called once per frame void Update() { switch(m_eLightType) { case LightTypes.STANDARD: if(stateChange()) { determineLightState(); } if(m_bTurnOff == true) { turnOff(); } break; case LightTypes.FLICKERING: m_fTimeToFlicker -= Time.deltaTime; if(m_fTimeToFlicker < 0.0f) { m_fTimeToFlicker = m_fFlickerTime; if(m_eLightState == LightState.OFF) { m_eLightState = LightState.ON; light.enabled = true; } else { m_eLightState = LightState.OFF; light.enabled = false; } } break; case LightTypes.FLARE: m_eLightState = LightState.ON; break; } }
// Use this for initialization void Start() { m_bTurnOff = false; m_bStartTimer = false; if(m_iId == 0) { m_eLightState = LightState.OFF; } else { m_eLightState = LightState.ON; } determineLightState(); }
public ColorSaverPresenter(IColorSaverView pView, LightState pState) { mView.ColorSaveRequested += new gigaFlash.Delegates.TypedDelegate<System.Drawing.Color>(HandleColorSaveRequest); }
//Does the "turningoff" sequence on a timer which can be set outside void turnOff() { if(m_bStartTimer == false) { GlobalResources.m_iNumLights--; m_fStartTime = Time.time; m_bStartTimer = true; } if(m_bStartTimer==true && Time.time - m_fStartTime >= m_fTurningOffDuration) { m_eLightState = LightState.OFF; determineLightState(); m_bTurnOff = false; m_bStartTimer = false; } }
public LightStateInfoAtPosition( Point position, LightState lightState) { _position = position; _lightState = lightState; }
public void SetState(LightState state) { LightState = state; LightArea.Calculated = false; }
private void SetState(LightState state) { _state = state; }
//if there is state change, check what the next state should be bool stateChange() { if(boxClicked()) { if(m_eLightState == LightState.OFF) { //check to see if the cap has been met if(GlobalResources.m_iNumLights != GlobalResources.m_iLightCap) { m_eLightState = LightState.ON; GlobalResources.m_iNumLights++; } else { print ("too many lights on"); } } //if the light state is on then set it to switching off else if(m_eLightState == LightState.ON) { m_eLightState = LightState.TURNINGOFF; } // else if(m_eLightState == LightState.TURNINGOFF) { //if the light is clicked while turning off the turn it back on if(GlobalResources.m_iNumLights != GlobalResources.m_iLightCap) { m_eLightState = LightState.ON; GlobalResources.m_iNumLights++; m_bTurnOff = false; m_bStartTimer = false; } else { print ("too many lights on"); } } else { } return true; } else return false; }
public void ChangeToCircleLight() { lightState = LightState.CIRCLE; masterView.ChangeToCircleLight(); }
public void Flash () { state = LightState.LEAP_ON; time = 0.0f; }
public void ChangeToSpotLight() { lightState = LightState.SPOTLIGHT; masterView.ChangeToSpotLight(); }