Exemple #1
0
    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;
        }
    }
Exemple #2
0
    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;
                }
            }
        }
    }
Exemple #3
0
    IEnumerator StartDelay()
    {
        yield return(new WaitForSeconds(startDelay));

        onAndOff = OnAndOff.On;
    }