void Flashlight(Flashlight prefab) { if (flashlightOn) { flashlightOn = false; } else { flashlightOn = true; } prefab.GetComponent <Light>().enabled = flashlightOn; }
public void Init(Flashlight oldComponent) { _lights = oldComponent.GetValue <OWLight2[]>("_lights"); _root = oldComponent.GetValue <Transform>("_root"); _basePivot = oldComponent.GetValue <Transform>("_basePivot"); _wobblePivot = oldComponent.GetValue <Transform>("_wobblePivot"); Destroy(oldComponent.GetComponent <LightLOD>()); foreach (var light in _lights) { light.GetLight().enabled = false; light.GetLight().shadows = LightShadows.Soft; } FlashlightOn = false; }
// Use this for initialization void Start() { tc = GameObject.FindObjectOfType <TextController>(); rb = gameObject.GetComponent <Rigidbody>(); animator = gameObject.GetComponentInChildren <Animator>(); speed = walkSpeed; flashlightOn = true; flashlightPrefab.GetComponent <Light>().enabled = flashlightOn; updatelastDir = false; state = State.Move; direction = Direction.Down; lastDir = new Vector3(0, 0, -1.0f); }
// Use this for initialization void Start () { anim = GetComponent<Animator> (); fLight = fLight.GetComponent<Flashlight> (); manager = manager.GetComponent<GameManager> (); rotationVector = fLight.transform.rotation.eulerAngles; rotationVector.y = 77.5f; //Playing AudioSources sources = new AudioSource[clips.Length]; int i = 0; while (i < clips.Length) { GameObject child = new GameObject ("Player"); child.transform.parent = gameObject.transform; sources[i] = child.AddComponent("AudioSource") as AudioSource; sources[i].clip = clips[i]; i++; } }
private void Update() { if (dying || !MenuManager.instance || !MenuManager.instance.running) { return; } LightRaycasts(); RotateView(); // The jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (CrossPlatformInputManager.GetButtonDown("Jump") || Input.GetKeyDown(KeyCode.Mouse1)) { m_Flashlight.GetComponent <Flashlight>().Toggle(); } // If the player clicked and there's a function in clickHandler, run it and reset the delegate if (Input.GetMouseButtonDown(0) && clickHandler != null) { clickHandler(); } }
public void AddBattery() { Debug.Log("PlayerController::AddBattery()"); FlashLightGameObject.GetComponent <Flashlight>().RestoreBattery(); // FlashLightGameObject.AddBattery(); }