public override BTState EBUpdate() { if (AutoStart && !isInit) { return(Init()); } else { if (electricity == null) { electricity = GetComponent <ElectricityConsumption> (); } foreach (Light light in lights) { light.gameObject.SetActive(!light.gameObject.activeInHierarchy); if (light.gameObject.activeInHierarchy) { electricity.Consume(1, phase1ActiveDelta, phase1ReactiveDelta); electricity.Consume(2, phase2ActiveDelta, phase2ReactiveDelta); electricity.Consume(3, phase3ActiveDelta, phase3ReactiveDelta); } else { electricity.Release(1, phase1ActiveDelta, phase1ReactiveDelta); electricity.Release(2, phase2ActiveDelta, phase2ReactiveDelta); electricity.Release(3, phase3ActiveDelta, phase3ReactiveDelta); } } return(BTState.SUCCEEDED); } }
private void Decrease() { ElectricityConsumption electricity = GetComponent <ElectricityConsumption> (); electricity.Release(1, phase1ActiveDelta, phase1ReactiveDelta); electricity.Release(2, phase2ActiveDelta, phase2ReactiveDelta); electricity.Release(3, phase3ActiveDelta, phase3ReactiveDelta); }
public override BTState EBUpdate() { ElectricityConsumption electricity = GetComponent <ElectricityConsumption> (); electricity.Release(1, phase1ActiveDelta, phase1ReactiveDelta); electricity.Release(2, phase2ActiveDelta, phase2ReactiveDelta); electricity.Release(3, phase3ActiveDelta, phase3ReactiveDelta); return(BTState.SUCCEEDED); }
private void Noise() { int scale = 10; ElectricityConsumption electricity = GetComponent <ElectricityConsumption> (); if (!noiseAdded) { electricity.Consume(1, phase1ActiveDelta / scale, phase1ReactiveDelta / scale); electricity.Consume(2, phase2ActiveDelta / scale, phase2ReactiveDelta / scale); electricity.Consume(3, phase3ActiveDelta / scale, phase3ReactiveDelta / scale); noiseAdded = true; } else { electricity.Release(1, phase1ActiveDelta / scale, phase1ReactiveDelta / scale); electricity.Release(2, phase2ActiveDelta / scale, phase2ReactiveDelta / scale); electricity.Release(3, phase3ActiveDelta / scale, phase3ReactiveDelta / scale); noiseAdded = false; } }