public override ExtendedEventArgs process() { ResponseLightEventArgs args = null; args = new ResponseLightEventArgs(); args.light = light; Debug.Log("Light color is: " + light); return(args); }
// Turn on and off lights/wall mesh renderers public void ResponseLight(ExtendedEventArgs eventArgs) { ResponseLightEventArgs args = eventArgs as ResponseLightEventArgs; GameObject lightTrigger = GameObject.FindGameObjectWithTag(args.light); lightTrigger.GetComponent <ActivateLight>().source.GetComponent <AudioSource>().Play(); // Grab all lights to render from the game object EnableLight[] light = lightTrigger.GetComponent <ActivateLight>().lights; // Grab all walls to render from the game object EnableRender[] wall = lightTrigger.GetComponent <ActivateRender>().rend; // Turn on all the lights for this color for (int i = 0; i < light.Length; i++) { light[i].myLight.enabled = !light[i].myLight.enabled; } // Flip walls to be rendered for this color for (int i = 0; i < wall.Length; i++) { wall[i].renderObject.enabled = !wall[i].renderObject.enabled; } }