void Update() { if (getNext) { TimerStart(); if (Event_Script.moreJobs()) { List <Event_Brief> toAdd = Event_Script.jobsBrief(); clear(); foreach (Event_Brief ev in toAdd) { UnityEngine.Debug.Log(ev.getType()); GameObject cur = Instantiate(template); cur.transform.parent = content.transform; string message = ""; switch (ev.getType()) { case 0: message = "Green Light: Off"; break; case 1: message = "Green Light: On"; break; case 2: message = "Pink Light: Off"; break; case 3: message = "Pink Light: On"; break; case 4: message = "Green Light: Red"; break; case 5: message = "Green Light: Blue"; break; case 6: message = "Pink Light: Red"; break; case 7: message = "Pink Light: Blue"; break; case 8: message = "Big Spotlight: Left"; break; case 9: message = "Big Spotlight: Center"; break; case 10: message = "Big Spotlight: Right"; break; case 11: message = "Hit the Fireworks"; break; case 12: message = "Fog Machine: Off"; break; case 13: message = "Fog Machine: On"; break; case 14: message = "Projector: COOL"; break; case 15: message = "Projector: STORM"; break; case 16: message = "Projector: FIRE"; break; case 17: message = "Projector: RAINBOW"; break; } cur.GetComponentInChildren <TMPro.TextMeshProUGUI>().text = message; } } getNext = !getNext; } else if (KILL) { clear(); } }