Esempio n. 1
0
    public void UpdateServerSlot(ServerSlotState a_state, ServerSlotType a_type)
    {
        switch (a_state)
        {
        case ServerSlotState.Insert:
            m_currentActivatedSlots++;
            Insert(a_type);
            if (IsActivated())
            {
                // ALL SLOTS ENABLED
                Debug.Log("Server [" + gameObject.name + "] activated.");
                GetComponent <AudioSource>().Play(); // ENABLE SOUND
            }
            break;

        case ServerSlotState.Remove:
            Remove(a_type);
            if (IsActivated())
            {
                // server is currently activated, but object is pulled off
                // server will be deactivated
                Debug.Log("Server [" + gameObject.name + "] deactivated.");
                GetComponent <AudioSource>().Play(); // DISABLE SOUND
            }
            m_currentActivatedSlots--;
            break;
        }

        // update info screen
        m_notebookScreen.GetComponent <IServerNotebook>().ChangeState(this);
    }
Esempio n. 2
0
    public void PlaySound(ServerSlotState a_state)
    {
        AudioSource s = GetComponent <AudioSource>();

        switch (a_state)
        {
        case ServerSlotState.Insert:
            if (IsActivated())
            {
                s.clip = m_activated;
            }
            else
            {
                s.clip = m_insert;
            }
            s.Play();
            break;

        case ServerSlotState.Remove:
            s.clip = m_remove;
            s.Play();
            break;
        }
    }