Esempio n. 1
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 void Start()
 {
     _beacon = transform.parent.GetComponent<Nights2Beacon>();
 }
Esempio n. 2
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    public EightNightsMgr.GroupID GetGroupForBeacon(Nights2Beacon beacon)
    {
        foreach (GroupStateData d in _groupState)
          {
         if (Nights2Mgr.Instance.GetBeacon(d.CandleIdx) == beacon)
            return d.Group;
          }

          Debug.LogWarning("Couldn't find group for beacon '" + beacon.gameObject.name + "'.  Defaulting to 'Candle1'.  Probably a bug!");
          return EightNightsMgr.GroupID.Candle1;
    }
Esempio n. 3
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 public ScrollColorParams(float holdDuration, float fadeDuration, float scrollSpeed, Nights2Beacon[] lightOrder)
 {
     HoldDuration = holdDuration;
       FadeDuration = fadeDuration;
       ScrollSpeed = scrollSpeed;
       LightOrder = lightOrder;
 }
Esempio n. 4
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    void PickNextBeacon()
    {
        if (_unlitBeacons.Count == 0)
        {
            Debug.LogError("Can't pick next beacon, there are no unlit ones left!");
            return;
        }

        Nights2Beacon b = null;
        //first beacon, just use the one we're configured for
        if (_litBeacons.Count < CandlePathOrderLength())
        {
            b = GetPath(_litBeacons.Count).LeadsToBeacon;
        }

        //pick randomly
        if (b == null)
        {
            int idxToPick = UnityEngine.Random.Range(0, _unlitBeacons.Count);
            b = _unlitBeacons[idxToPick];
        }

        //old one no longer next
        if (_nextBeacon != null)
            _nextBeacon.SetIsNext(false);

        //new one is
        b.SetIsNext(true);

        _nextBeacon = b;
    }
Esempio n. 5
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    //paths register here so mgr knows which paths lead to which beacons
    public void RegisterPath(Nights2Path path, Nights2Beacon leadsToBeacon)
    {
        if ((path == null) || (leadsToBeacon == null))
            return;

        //ignore if not in the current progression
        //we allow multiple progressions, make sure we have the right one
        bool found = false;
        for (int i = 0; i < CandlePathOrderLength(); i++)
        {
            if (GetPath(i) == path)
            {
                found = true;
                break;
            }
        }

        if (!found)
            return;

        _beaconToPathMap[leadsToBeacon] = path;
    }
Esempio n. 6
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 public TurnOnInSequenceParams(float holdDuration, float fadeDuration, float nextLightInterval, Nights2Beacon[] lightOrder)
 {
     HoldDuration = holdDuration;
       NextLightInterval = nextLightInterval;
       FadeDuration = fadeDuration;
       LightOrder = lightOrder;
 }