Esempio n. 1
0
//	float timeCreatedInSeconds = -1;
//	public float TimeCreatedInSeconds { // since unix epoch
//		get {
//			return timeCreatedInSeconds;
//		}
//		set {
//			timeCreatedInSeconds = value;
//		}
//	}

//	public virtual bool Exclude() { return false; }


    virtual public void CleanObjectForSerialization()
    {
        MonsterAIRevertNumber mairn = GetComponentInChildren <MonsterAIRevertNumber>();

        if (mairn)
        {
            if (mairn.bNeedsRevert)
            {
                mairn.RevertNumber();
            }
        }
    }
Esempio n. 2
0
    void Update()
    {
        t -= Time.deltaTime;
        if (t < 0)
        {
            t = interval + Random.Range(0.1f, 0.4f);            // add random offset to prevent many lights from checking at one frame
            List <NumberInfo> rm = new List <NumberInfo>();
//			Collider[] cols = Physics.OverlapSphere(transform.position,transform.localScale.x/2f);
//			foreach(Collider col in cols){
//				NumberInfo ni = col.GetComponent<NumberInfo>();
//				if (ni) nums.Add(ni);
//			}
            foreach (NumberInfo ni in nums)
            {
                if (!ni)
                {
                    rm.Add(ni);
                }
                else
                {
                    if (Fraction.Equals(ni.fraction, lampNumber.fraction))
                    {
                        ni.SetColor();
                        ni.gameObject.layer = LayerMask.NameToLayer("Default");
//						ni.greaterThanCombine = 1; // don't allow further combinations.
//						ni.lessThanCombine = 0;
                        MonsterAIRevertNumber mairn = ni.GetComponent <MonsterAIRevertNumber>();
                        if (mairn)
                        {
                            mairn.SetNumber(lampNumber.fraction);                             //
                            mairn.RevertNumber();
                        }
                    }
                    else
                    {
                        ni.SetColor(true);                         // transparentify
                        ni.gameObject.layer = LayerMask.NameToLayer("TransparentNumber");
                    }
                }
            }
            foreach (NumberInfo ni in rm)
            {
                nums.Remove(ni);
            }
        }
    }