void TurnOffLights() { DimSwitches(); starField.Stop(); StartCoroutine(LowerLightIntensity()); StartCoroutine(FadeDarkStarSprite()); GameStateHandler.player.GetComponent <HandleChildParticleSystems>().ChangeColorOfAura(this.gameObject, Color.clear); ScaleObject.AdjustLightIntensity(this, GameStateHandler.player.GetComponentInChildren <Light>(), 1.0f, 1.0f); foreach (Light light in playerLights) { if (light != null) { ScaleObject.DimLightOverTime(light, 2, 2); light.enabled = false; } } }
void FadeBurstLight() { ScaleObject.AdjustLightIntensity(this, ourLight, 0.5f, 3.0f); }