Exemple #1
0
 // Update is called once per frame
 void Update()
 {
     if (RInput.GetButtonDown("Flashlight") && !_modifying)
     {
         if (_ool.Toggled && isActiv)
         {
             AkSoundEngine.PostEvent("play_flashlight_off", this.gameObject);
             _ool.ToggleOff();
         }
         else if (!_ool.Toggled && _battery.CurrentBattery > _battery.ToggleOnCost && isActiv)
         {
             AkSoundEngine.PostEvent("play_flashlight_on", this.gameObject);
             Debug.Log("SOUND PLAYER");
             _ool.ToggleOn();
         }
     }
 }
    void Update()
    {
        Percentage          = CurrentBattery / MaxBattery;
        CurrentBatteryColor = Color.Lerp(MinBatteryColor, FullBatteryColor, Percentage);
        if (_light != null)
        {
            _light.color = CurrentBatteryColor;
        }

        // If flashlight is off, waited the regen cooldown and hasn't max battery
        if (!_ool.Toggled && Time.time > _regenStart && CurrentBattery < MaxBattery)
        {
            IsLoading       = true;
            CurrentBattery += RegenSpeed * Time.deltaTime;
            if (CurrentBattery > MaxBattery)
            {
                CurrentBattery = MaxBattery;
            }
        }

        // If the flashlight is lit, consume battery and test if it has to be shutdown
        if (_ool.Toggled)
        {
            CurrentBattery -= (Boosted ? BoostedConsumptionPerSecond : NormalConsumptionPerSecond) * Time.deltaTime;
            if (CurrentBattery <= 0)
            {
                CurrentBattery = 0;
                AkSoundEngine.PostEvent("play_flashlight_shut_off", this.gameObject);
                if (NoBatterySound != null)
                {
                    _ool.ToggleOff(false);
                    AudioSource source = gameObject.AddComponent <AudioSource>();
                    source.clip = NoBatterySound;
                    source.Play();
                    Destroy(source, NoBatterySound.length);
                }
                else
                {
                    _ool.ToggleOff();
                }
            }
        }
    }
Exemple #3
0
    IEnumerator startSequence()
    {
        //Turn off lamp1
        lamp1.ToggleOff();
        lamp3.ToggleOff();

        yield return(new WaitForSeconds(delay1));

        //Turn on lamp1
        lamp1.ToggleOn();

        yield return(new WaitForSeconds(delay2));

        //Turn off lamp2
        lamp2.ToggleOff();

        yield return(new WaitForSeconds(delay3));

        //Turn off lamp1
        lamp1.ToggleOff();
        lamp3.ToggleOn();
    }
Exemple #4
0
    // Use this for initialization
    void Start()
    {
        if (Player == null)
        {
            Player = gameObject;
        }

        _playerStatus = GetComponent <Lightable>();
        _battery      = GetComponent <FlashlightBattery>();
        _ool          = GetComponent <OnOffLight>();

        //le joueur démarre la lampe allumé
        _playerStatus.LightSources = 1;

        _ool.OnToggle += (on) =>
        {
            if (on == true)
            {
                _playerStatus.LightSources += 1;
            }
            else
            {
                _playerStatus.LightSources -= 1;
            }
        };

        _fov = GetComponent <FieldOfView>();

        _baseAngle = _fov.ViewAngle;

        if (_baseAngle + AngleIncrease > 360)
        {
            AngleIncrease = 360 - _baseAngle;
        }

        _baseLightAngle = _ool.Lights[0].spotAngle;

        // To determine joypad or keyboard
        inputManager = GameObject.Find("GameManager").GetComponent <InputManager>();
        if (Player.name == "Player2")
        {
            RInput = Rewired.ReInput.players.GetPlayer(inputManager.Player2Index);
        }
        else
        {
            RInput = Rewired.ReInput.players.GetPlayer(inputManager.Player1Index);
        }

        _ool.ToggleOff();
    }