public void setCurrentLightType(int type) { if (type == 0) { //Debug.Log("Returning some resource"); float percentageReturn = timeRemaining / lightDuration; //Debug.Log(percentageReturn); if (currentLightType == 1) { pScript.addResource(pScript.light1Value * percentageReturn); //once it is off remove from the history (for lights away from trav that we turn on/off) tMovement.removeFromHistory(gameObject); //Debug.Log("Removed from history"); } else if (currentLightType == 2) { pScript.addResource(pScript.light2Value * percentageReturn); //once it is off remove from the history tMovement.removeFromHistory(gameObject); } else if (currentLightType == 3) { pScript.addResource(pScript.light3Value * percentageReturn); mfController.turnOffFX(); } currentLightType = type; //turnOffPaths(); countDown.SetActive(false); return; } currentLightType = type; //for if the trav is at a certain light and it turns off, and we turn it on again. if (currentLightType == 1 || currentLightType == 2) { tMovement.removeFromHistory(gameObject); } timeRemaining = lightDuration; if (lampLight) { startIntensity = lampLight.intensity; } if (currentLightType == 3) { mfController.turnOnFX(); } }
void playFire() { monsterFireController fController = GetComponentInChildren <monsterFireController>(); if (fController == null) { Debug.Log("Could not find firecontroller"); } fController.turnOnFX(); Invoke("removeBody", 2f); Invoke("stopFire", 2.5f); }