public Lighter(LightsState state) { switch (state) { case LightsState.Passed: Icon = "icon-white icon-ok-sign"; ButtonStyle = "btn-success"; Caption = "Passed"; break; case LightsState.Warning: Icon = "icon-white icon-question-sign"; ButtonStyle = "btn-warning"; Caption = "Warning"; break; case LightsState.Reject: Icon = "icon-white icon-remove-sign"; ButtonStyle = "btn-danger"; Caption = "Reject"; break; case LightsState.InProgress: Icon = "icon-white icon-remove-sign"; ButtonStyle = "btn-danger btn-more-danger"; Caption = "In progress"; break; case LightsState.Error: Icon = "icon-white icon-remove-sign"; ButtonStyle = "btn-danger btn-more-danger"; Caption = "Error"; break; case LightsState.NotPerformed: Icon = "icon-white icon-ban-circle"; ButtonStyle = "btn"; Caption = "Not Performed "; break; default: throw new ArgumentOutOfRangeException("state"); } }
public void ToggleLight() { switch (State) { case LightsState.Off: State = LightsState.Low; break; case LightsState.Low: State = LightsState.Medium; break; case LightsState.Medium: State = LightsState.High; break; case LightsState.High: State = LightsState.Off; break; } PrintState(); }
private IEnumerator LightsSetStateCoroutine(LightsState state) { switch (state) { case LightsState.standby: changer.ChangeMaterial(lights[0], lightsMaterials[2]); changer.ChangeMaterial(lights[1], lightsMaterials[2]); break; case LightsState.opening: case LightsState.closing: changer.ChangeMaterial(lights[0], lightsMaterials[0]); changer.ChangeMaterial(lights[1], lightsMaterials[0]); break; case LightsState.broken: var step = 0; while (step < lightsBrokenFlicksCount) { changer.ChangeMaterial(lights[0], lightsMaterials[UnityEngine.Random.Range(0, 2)]); changer.ChangeMaterial(lights[1], lightsMaterials[UnityEngine.Random.Range(0, 2)]); step++; yield return(new WaitForSeconds(lightsBrokenFlicksInterval)); } break; case LightsState.denied: changer.ChangeMaterial(lights[0], lightsMaterials[1]); changer.ChangeMaterial(lights[1], lightsMaterials[1]); yield return(new WaitForSeconds(1)); changer.ChangeMaterial(lights[0], lightsMaterials[2]); changer.ChangeMaterial(lights[1], lightsMaterials[2]); break; } }
public void SetLightState(LightsState lightState) { this.lightState = lightState; }
public void DecrementLight() { Brightness = (LightsState)((byte) Brightness - 1); }
public void SetState(LightsState state) { State = state; PrintLight(); }
public Payload(LightsState state) { State = state; }
protected void LightsSetState(LightsState state = LightsState.standby) { StartCoroutine(LightsSetStateCoroutine(state)); }
public void DecrementLight() { Brightness = (LightsState)((byte)Brightness - 1); }