void Update() { switch (onAndOff) { case OnAndOff.On: myRenderer.material.color = Color.white; gameObject.layer = 14; tempTurnTime -= Time.deltaTime; if (tempTurnTime <= 0) { onAndOff = OnAndOff.Off; tempTurnTime = turnTime; } break; case OnAndOff.Off: myRenderer.material.color = Color.grey; gameObject.layer = 0; tempTurnTime -= Time.deltaTime; if (tempTurnTime <= 0) { onAndOff = OnAndOff.On; tempTurnTime = turnTime; } break; } }
void Update() { if (!IntoLine.instance.transforming) { canSwitch = true; } switch (onAndOff) { case OnAndOff.On: bCollider.enabled = true; sRenderer.color = onColor; //pSystem.Play(); break; case OnAndOff.Off: bCollider.enabled = false; sRenderer.color = offColor; //pSystem.Stop(); //pSystem.Clear(); break; } if (!NoEffectArea.noTransformEffect) { if (IntoLine.instance.transforming && canSwitch) { canSwitch = false; if (onAndOff == OnAndOff.On) { onAndOff = OnAndOff.Off; } else if (onAndOff == OnAndOff.Off) { onAndOff = OnAndOff.On; } } } }
IEnumerator StartDelay() { yield return(new WaitForSeconds(startDelay)); onAndOff = OnAndOff.On; }