void IMachineListener.OnStateChange(MachineController.MachineState state) { //Debug.Log ("RandomActivation: OnStateChange: state=" + state.ToString ()); if (state == MachineController.MachineState.Idle) { Global.MachineActivationManager.AddMachineRandomActivator (this); } }
public void OnStateChange(MachineController.MachineState state) { if (state == MachineController.MachineState.Active) { isActive = true; Invoke("DoDammage", 1f); } else { isActive = false; } }
void OnStateChanged(MachineController.MachineState state) { switch (state) { case MachineController.MachineState.Patrolling: flareLight.color = Color.green; break; case MachineController.MachineState.Alert: flareLight.color = Color.yellow; break; case MachineController.MachineState.Attack: flareLight.color = Color.red; break; } }
void IMachineListener.OnStateChange(MachineController.MachineState state) { //Debug.Log ("MachinePlayerInteraction: OnStateChange: state=" + state.ToString ()); if (state == MachineController.MachineState.Active) { isActive = true; } else { isActive = false; if (isInteracting) { isInteracting = false; interactionTimer = 0f; Destroy(progressBar); player = null; } } }
public void OnStateChange(MachineController.MachineState state) { if (state == MachineController.MachineState.Active && iconPrefab != null) { icon = (GameObject)Instantiate(iconPrefab); icon.transform.SetParent(mapOverlay.transform, false); Vector3 _targetWorldPosition = this.transform.position + relativePosition; icon.transform.Translate(_targetWorldPosition); icon.transform.rotation = Quaternion.LookRotation(-Camera.main.transform.forward, Camera.main.transform.up); isActive = true; blinkTimer = 0f; } else { Destroy(icon); isActive = false; } }