private void TurnSignalOff(WalkieController.Team team) { SetPowerLevel(team, 0); }
private void SetPowerLevel(WalkieController.Team team, int powerLevel) { List <Signal> signalEffects = new List <Signal> { }; bool on = powerLevel != 0; bool onChanged = false; if (team == WalkieController.Team.RED) { signalEffects = signalEffectsRed; if (redOn != on) { redOn = on; onChanged = true; } } else if (team == WalkieController.Team.BLUE) { signalEffects = signalEffectsBlue; if (blueOn != on) { blueOn = on; onChanged = true; } } for (int i = 0; i < signalEffects.Count; i++) { Signal signal = signalEffects[i]; LineRenderer lineRenderer = signal.GetComponent <LineRenderer>(); bool enabled = false; if (i < powerLevel) { enabled = true; } if (lineRenderer.enabled != enabled) { lineRenderer.enabled = enabled; } } if (onChanged) { if (on) { if (beamOn != null) { beamOn.PrefabPlay(); } } else { if (beamOff != null) { beamOff.PrefabPlay(); } } } }
private void TurnSignalOn(WalkieController.Team team, int powerLevel) { SetPowerLevel(team, powerLevel); }