setLightStateInChildren() public static method

public static setLightStateInChildren ( GameObject rootObject, bool newValue ) : void
rootObject UnityEngine.GameObject
newValue bool
return void
        public void Update()
        {
            //Debug.Log("Replay OnUpdate: evaluating track after t = " + currentReplayTime + "s, UT= " + (trackStartUT + currentReplayTime));
            double currentTimeUT = Planetarium.GetUniversalTime();

            if (!animationsInitialised)
            {
                CraftLoader.setLightStateInChildren(ghost, false);
                CraftLoader.setLadderStateInChildren(ghost, false);
                animationsInitialised = true;
            }
            //increment replayTime
            currentReplayTime += playbackFactor * (currentTimeUT - lastUpdateUT);

            if (!isOffRails)
            {
                setGhostToPlaybackAt(trackStartUT + currentReplayTime);
            }

            lastUpdateUT = currentTimeUT;

            //check end reached
            if (currentReplayTime >= totalReplayTime)
            {
                if (track.EndAction == Track.EndActions.LOOP)
                {
                    currentReplayTime = 0;
                }
                else if (track.EndAction == Track.EndActions.OFFRAILS)
                {
                    isOffRails = true;
                }
                // TODO: add DELETE ghost handling
            }
        }