public void OnUpdate() { if (!activated || finished) { return; } float dt = FrameController.DT(); if (isAlive) { currAliveTimer -= dt; faceTransform.LookAt(Common.GetStealthPlayer().transform.GetPosition(CTransform.TransformSpace.GLOBAL)); if (currAliveTimer < 0.0f) { currAliveTimer = MMath.GetRandomLimitedFloat(_monsterMinActiveTime, _monsterMaxActiveTime); isAlive = false; faceRender.setEnabled(false); } } else { currDeadTimer -= dt; if (currDeadTimer < 0.0f) { currDeadTimer = MMath.GetRandomLimitedFloat(_monsterMinRestTime, _monsterMaxRestTime); isAlive = true; ActivateMonster(); distortScript.Trigger(); } } }
public void TriggerColumnLights(uint col) { // deactivating flicker foreach (CLight obj in _allLights) { obj.setEnabled(true); //LightFlickerTemp script = GetScript<LightFlickerTemp>(obj.gameObject); // //if(script != null) // script.activated = false; } flickeringLights.Clear(); switch (col) { case 0: // Flicker on col 1 // Flicker on col 3 _col1Lights[MMath.GetRandomInt(0, _col1Lights.Count - 1)].setEnabled(false); _col3Lights[MMath.GetRandomInt(0, _col3Lights.Count - 1)].setEnabled(false); break; case 1: // Flicker on col 0 // Flicker on col 2 _col0Lights[MMath.GetRandomInt(0, _col0Lights.Count - 1)].setEnabled(false); _col2Lights[MMath.GetRandomInt(0, _col2Lights.Count - 1)].setEnabled(false); break; case 2: // Flicker on col 3 //flickeringLights.Add(_col3Lights[ MMath.GetRandomInt(0, _col3Lights.Count - 1) ] ); // Flicker on col 0 //flickeringLights.Add(_col0Lights[ MMath.GetRandomInt(0, _col0Lights.Count - 1) ] ); _col3Lights[MMath.GetRandomInt(0, _col3Lights.Count - 1)].setEnabled(false); _col0Lights[MMath.GetRandomInt(0, _col0Lights.Count - 1)].setEnabled(false); break; case 3: // Flicker on col 1 //flickeringLights.Add(_col1Lights[ MMath.GetRandomInt(0, _col1Lights.Count - 1) ] ); // Flicker on col 2 _col1Lights[MMath.GetRandomInt(0, _col1Lights.Count - 1)].setEnabled(false); _col2Lights[MMath.GetRandomInt(0, _col2Lights.Count - 1)].setEnabled(false); break; } foreach (CLight obj in flickeringLights) { obj.setEnabled(false); //LightFlickerTemp script = GetScript<LightFlickerTemp>(obj.gameObject); //if (script != null) // script.activated = true; } distortScript.Trigger(); }