public LightSelectorPresenter(ILightSelectorView pView, LightState pLightState)
     : base(pView, pLightState)
 {
     mView = pView;
     mView.UpdateColorFired += new gigaFlash.Delegates.TypedDelegate<System.Drawing.Color>(OnUpdateColorFired);
     mView.ClearClicked += new gigaFlash.Delegates.VoidDelegate(OnClearClicked);
 }
Пример #2
0
        private void ChangeColour(string lightName, int hue)
        {
            try
              {
            int lightKey = GetLightKey(lightName);

            if (lightKey == 0)
            {
              return;
            }

            var light = GetLight(lightKey);

            int lightHue = (light.State.Hue.HasValue ? light.State.Hue.Value : 0);
            bool lightOn = (light.State.On.HasValue ? light.State.On.Value : false);
            bool reachable = (light.State.Reachable.HasValue ? light.State.Reachable.Value : false);

            if (reachable && (!lightOn || lightHue != hue))
            {
              var state = new LightState();
              state.On = true;
              state.Brightness = 255;
              state.Hue = hue;
              Proxy.SetLightState(lightKey, state);
            }

              }
              catch (Exception ex)
              {
            Console.WriteLine(String.Format("Hue Error: {0}", ex.Message));
              }
        }
Пример #3
0
 void Update()
 {
     if(CurrentState == LightState.Off)
     {
         if(LightsOffTime == 0)
         {
             LightsOffTime = Time.time + Random.Range(10f, 25f);
             LightsOnTime = 0;
         }
         else if(Time.time > LightsOffTime)
         {
             CurrentState = LightState.On;
             StateManager.Instance.UpdateState(Model.State.Light);
         }
     }
     else //LightState.On
     {
         if(LightsOnTime == 0)
         {
             LightsOnTime = Time.time + Random.Range(5f, 15f);
             LightsOffTime = 0;
         }
         else if(Time.time > LightsOnTime)
         {
             CurrentState = LightState.Off;
             StateManager.Instance.UpdateState(Model.State.Light);
         }
     }
     //Debug.Log("Lightstate: " + CurrentState);
 }
Пример #4
0
 public SnakePresenter(ISnakeView pView, LightState pState)
     : base(pView, pState)
 {
     mView = pView;
     mLightState = pState;
     mView.SpeedChanged += new TypedDelegate<int>(OnSpeedChanged);
 }
Пример #5
0
	// Update is called once per frame
	void Update() 
	{
		/*
		// 点滅させる場合
		float phi = Time.time / duration * 2 * Mathf.PI;
		float amplitude = Mathf.Cos(phi) * 0.5F + 0.5F;
		light.intensity = amplitude;
		*/

		if (state == LightState.LEAP_ON) {
			time += Time.deltaTime;
			float t = time / duration;

			if (t >= 1.0f) {
				t = 1.0f;
				state = LightState.LEAP_OFF;
				time = 0.0f;
			}
			GetComponent<Light>().intensity = limitIntensity * t;

		} else if (state == LightState.LEAP_OFF) {
			time += Time.deltaTime;
			float t = 1 - time / duration;

			if (t <= 0.0f) {
				t = 0.0f;
				state = LightState.OFF;
				time = 0.0f;
			}
			GetComponent<Light>().intensity = limitIntensity * t;
		}
	}
Пример #6
0
    void TrafficState(ref float TrafficTime, ref LightState currentState)
    {
        switch (currentState)
        {
        case LightState.RedLight:
        {
            TrafficTime += Time.deltaTime;
            if (TrafficTime > 4.0f)
            {
                currentState      = LightState.YellowLight2G;
                redLight.color    = Color.black;
                greenLight.color  = Color.black;
                yellowLight.color = Color.yellow;
                TrafficTime       = 0.0f;
            }
        }
        break;

        case LightState.YellowLight2G:
        {
            TrafficTime += Time.deltaTime;
            if (TrafficTime > 1.0f)
            {
                currentState      = LightState.GreenLight;
                yellowLight.color = Color.black;
                greenLight.color  = Color.green;
                TrafficTime       = 0.0f;
            }
        }
        break;

        case LightState.GreenLight:
        {
            TrafficTime += Time.deltaTime;
            if (TrafficTime > 4.0f)
            {
                currentState      = LightState.YellowLight2R;
                greenLight.color  = Color.black;
                yellowLight.color = Color.yellow;
                TrafficTime       = 0.0f;
            }
        }
        break;

        case LightState.YellowLight2R:
        {
            TrafficTime += Time.deltaTime;
            if (TrafficTime > 2.0f)
            {
                currentState      = LightState.RedLight;
                yellowLight.color = Color.black;
                redLight.color    = Color.red;
                TrafficTime       = 0.0f;
            }
        }
        break;
        }
    }
Пример #7
0
        void 检查风扇状态(IPEndPoint ipEndPoint)
        {
            DeviceCommandManager.setCommandCallback(enumDeviceCommand.查询风扇状态,
                                                    (data) =>
            {
                Debug.WriteLine("风扇状态 => " + data);
                IDeviceCommand idc = DeviceCommandManager.getDeivceCommand(enumDeviceCommand.查询风扇状态);
                if (null != idc)
                {
                    LightState ls = idc.parseResponse(data);
                    if (null != ls && last_command != null)
                    {
                        bool temp = (last_command.Name == "open") ? true : false;
                        if (ls.State == temp)   //灯现在的状态和操作目标状态相同,同为关或者开
                        {
                            switch (last_command.Name)
                            {
                            case "open":
                                Debug.WriteLine(string.Format("{0} 打开风扇", last_command.Commander));
                                command ncOpen         = new command("open", string.Format("{0}打开了风扇", last_command.Commander));
                                last_effective_command = ncOpen;
                                recently_broadcast     = JsonConvert.SerializeObject(ncOpen);
                                this.Broadcast(recently_broadcast);
                                break;

                            case "close":
                                Debug.WriteLine(string.Format("{0} 关闭风扇", last_command.Commander));
                                command ncClose        = new command("close", string.Format("{0}关闭了风扇", last_command.Commander));
                                last_effective_command = ncClose;
                                recently_broadcast     = JsonConvert.SerializeObject(ncClose);
                                this.Broadcast(recently_broadcast);
                                break;
                            }
                        }
                        else   //说明设备没有响应,通知客户端
                        {
                            switch (ls.State)
                            {
                            case true:
                                command ncOpen     = new command("open", "操作失败");
                                recently_broadcast = JsonConvert.SerializeObject(ncOpen);
                                this.Send(recently_broadcast);       //只通知本人
                                Debug.WriteLine("关闭风扇操作失败");
                                break;

                            case false:
                                command ncClose    = new command("close", "操作失败");
                                recently_broadcast = JsonConvert.SerializeObject(ncClose);
                                this.Send(recently_broadcast);
                                Debug.WriteLine("打开风扇操作失败");
                                break;
                            }
                        }
                    }
                }
            });
            DeviceCommandManager.executeCommand(enumDeviceCommand.查询风扇状态, ipEndPoint, 1000);
        }
Пример #8
0
        protected override void SaveSettings()
        {
            LightState frontLight    = (LightState)Enum.ToObject(typeof(LightState), this.cbFront.SelectedIndex);
            LightState breakLight    = (LightState)Enum.ToObject(typeof(LightState), this.cbBreak.SelectedIndex);
            LightState topGreenLight = (LightState)Enum.ToObject(typeof(LightState), this.cbTopGreen.SelectedIndex);
            LightState topRedLight   = (LightState)Enum.ToObject(typeof(LightState), this.cbTopRed.SelectedIndex);

            this.action.UpdateSettings(frontLight, breakLight, topGreenLight, topRedLight);
        }
Пример #9
0
 public PointLightComponentState(LightState state, Color color, LightModeClass mode, float radius, Vector2 offset)
     : base(NetIDs.POINT_LIGHT)
 {
     State  = state;
     Color  = color;
     Mode   = mode;
     Radius = radius;
     Offset = offset;
 }
Пример #10
0
        internal async Task Handle(HueTurnOff notification)
        {
            LightState lightState = new LightState
            {
                on = false
            };

            await _hueState.SetLightStateAsync(notification.LightId, lightState);
        }
 public PointLightComponentState(LightState state, int colorR, int colorG, int colorB, LightModeClass mode)
     : base(NetIDs.POINT_LIGHT)
 {
     State  = state;
     ColorR = colorR;
     ColorG = colorG;
     ColorB = colorB;
     Mode   = mode;
 }
Пример #12
0
 private void applyLightState(int key, int bank, LightState state)
 {
     if (state == LightState.off)
         xk24.SetBacklightLED(0, key, bank, 0);
     else if (state == LightState.on)
         xk24.SetBacklightLED(0, key, bank, 1);
     else if (state == LightState.blink)
         xk24.SetBacklightLED(0, key, bank, 2);
 }
Пример #13
0
 private static void AddTrafficLights(string[] args, IList <ITrafficLight> trafficLights)
 {
     foreach (var element in args)
     {
         LightState    lightState   = Enum.Parse <LightState>(element);
         ITrafficLight trafficLight = new TrafficLight(lightState);
         trafficLights.Add(trafficLight);
     }
 }
Пример #14
0
 private void SetState(LightState newState)
 {
     _spriteComponent.LayerSetVisible(1, newState == LightState.On);
     _pointLight.State = newState;
     if (_clothingComponent != null)
     {
         _clothingComponent.ClothingEquippedPrefix = newState.ToString();
     }
 }
 public LightComponentState(LightState state, int colorR, int colorG, int colorB, LightModeClass mode)
     : base(ComponentFamily.Light)
 {
     State  = state;
     ColorR = colorR;
     ColorG = colorG;
     ColorB = colorB;
     Mode   = mode;
 }
Пример #16
0
 public LightComponentState(LightState state, int colorR, int colorG, int colorB, LightModeClass mode)
     : base(ComponentFamily.Light)
 {
     State = state;
     ColorR = colorR;
     ColorG = colorG;
     ColorB = colorB;
     Mode = mode;
 }
Пример #17
0
        private void GotoState(LightState desiredState, bool powerSavingMode = false)
        {
            this.stopThread();
            this.desiredState    = desiredState;
            this.powerSavingMode = powerSavingMode;
            ThreadStart thStart = new ThreadStart(this.ControlLightLogic);

            this.lLogicThread = new Thread(thStart);
            this.lLogicThread.Start();
        }
Пример #18
0
 private void LitRedLight()
 {
     ChangeLightMaterial(_greenLightObject, _greenLightUnlitMaterial);
     if (_hasOrangeLight)
     {
         ChangeLightMaterial(_orangeLightObject, _orangeLightUnlitMaterial);
     }
     ChangeLightMaterial(_redLightObject, _redLightLitMaterial);
     _currentLightState = LightState.Red;
 }
Пример #19
0
        public async Task ToggleAsync(int id)
        {
            var currentLight = await _lightsApi.GetLight(_applicationConfig.BridgeConfig.UserName, id);

            var newState = new LightState {
                On = !currentLight.State.On
            };
            var response = await _lightsApi.SetState(_applicationConfig.BridgeConfig.UserName, id,
                                                     newState);
        }
Пример #20
0
 public void Green()
 {
     state = LightState.GREEN;
     if (greenLight != null && yellowLight != null && redLight != null)
     {
         redLight.GetComponent <MeshRenderer>().material.SetVector("_EmissionColor", new Vector4(redColor.r, redColor.g, redColor.b, redColor.a) * -1f);
         yellowLight.GetComponent <MeshRenderer>().material.SetVector("_EmissionColor", new Vector4(yellowColor.r, yellowColor.g, yellowColor.b, yellowColor.a) * -1);
         greenLight.GetComponent <MeshRenderer>().material.SetVector("_EmissionColor", new Vector4(greenColor.r, greenColor.g, greenColor.b, greenColor.a) * 1);
     }
 }
    // Use this for initialization
    void Start()
    {
        GameManager = GameObject.Find("GameManager");
        Theme       = GameManager.GetComponent <ThemeManager>();
        light       = GetComponentInChildren <Light>();
        lastState   = currentState;

        currentLight = light.intensity;
        currentColor = light.color;
    }
Пример #22
0
    // Use this for initialization
    void Start()
    {
        // Initially set the lights to a random LightState.
        lightState = (LightState)Math.Floor(UnityEngine.Random.value * Enum.GetNames(typeof(LightState)).Length);
        draw();

        // public void InvokeRepeating(string methodName, float time, float repeatRate);
        // Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
        InvokeRepeating("NextState", CYCLE_SPEED * UnityEngine.Random.value, CYCLE_SPEED);
    }
    private void TransitionLightOn()
    {
        alpha += Time.fixedDeltaTime * turnOnScaleFactor;

        if (alpha >= 1f)
        {
            alpha      = 1f;
            lightState = LightState.Normal;
        }
    }
    private void TransitionLightOff()
    {
        alpha -= Time.fixedDeltaTime * turnOffScaleFactor;

        if (alpha <= 0)
        {
            alpha      = 0;
            lightState = LightState.Off;
            gameObject.SetActive(false);
        }
    }
    /// <summary>
    /// 燈關閉狀態下執行的函數
    /// </summary>
    private void OnCloseState()
    {
        //在關閉狀態下按下O鍵,開始和重置動畫,並且設置燈的狀態為打開狀態
        if (Input.GetKeyDown(KeyCode.O))
        {
            isAnimation      = true;
            isResetAnimation = true;

            currentState = LightState.Open;
        }
    }
 public void ResetDuration(EMPConfig eMPConfig)
 {
     stateTimer = 0;
     if (state != LightState.Overload)
     {
         state = LightState.Off;
     }
     EEA_MelonCoroutines.Stop(coroutine);
     StartFlickerAt = UnityEngine.Random.RandomRange((float)(eMPConfig.Duration * 0.5), eMPConfig.Duration);
     Duration       = eMPConfig.Duration;
 }
Пример #27
0
        internal async Task Handle(HueTurnOn notification)
        {
            LightState lightState = new LightState
            {
                on  = true,
                sat = 0,
                bri = 127
            };

            await _hueState.SetLightStateAsync(notification.LightId, lightState);
        }
Пример #28
0
        public void UpdateLight(string lightId, LightState state)
        {
            if (!_lightByAdapterMap.ContainsKey(lightId))
            {
                throw new Exception($"Light '{lightId}' was not found by any adapter!");
            }

            int adapterId = _lightByAdapterMap[lightId];

            LightAdapters[adapterId].UpdateLight(lightId, state);
        }
    public void OnChangeState()
    {
        //状态转换
        switch (CurrentState)
        {
        case LightState.Off:
            CurrentState = LightState.Warm;
            break;

        case LightState.Warm:
            CurrentState = LightState.White;
            break;

        case LightState.White:
            CurrentState = LightState.WarmWhite;
            break;

        case LightState.WarmWhite:
            CurrentState = LightState.Off;
            break;

        default:
            CurrentState = LightState.Off;
            break;
        }
        //状态行为
        switch (CurrentState)
        {
        case LightState.Off:
            mLight.color = Color.black;
            mMat.SetColor("_EmissionColor", mLight.color);
            break;

        case LightState.Warm:
            mLight.color = new Color(0.8f, 0.5f, 0);
            mMat.SetColor("_EmissionColor", mLight.color);
            break;

        case LightState.White:
            mLight.color = new Color(0.8f, 0.8f, 0.8f);
            mMat.SetColor("_EmissionColor", mLight.color);
            break;

        case LightState.WarmWhite:
            mLight.color = new Color(1, 0.85f, 0.6f);
            mMat.SetColor("_EmissionColor", mLight.color);
            break;

        default:
            mLight.color = Color.black;
            mMat.SetColor("_EmissionColor", mLight.color);
            break;
        }
    }
Пример #30
0
        private void Change(object state)
        {
            var lightstate = new LightState()
            {
                RedIsOn    = _random.Next(2) == 0,
                YellowIsOn = _random.Next(2) == 0,
                GreenIsOn  = _random.Next(2) == 0
            };

            StoplightModeManager.StoplightStateManager.SetState(lightstate);
        }
Пример #31
0
        public void UpdateLight(string lightId, LightState state)
        {
            using (var client = new WebClient())
            {
                string lightUrl = $"http://{BridgeIp}/api/{BridgeUser}/lights/{_lightMap[lightId]}/state";

                string lightJson = JsonConvert.SerializeObject(Convert(state));

                client.UploadString(new Uri(lightUrl), "PUT", lightJson);
            }
        }
Пример #32
0
        public void UpdateRoom(string roomId, LightState state)
        {
            using (var client = new WebClient())
            {
                string lightUrl = $"http://{BridgeIp}/api/{BridgeUser}/groups/{roomId}/action";

                string lightJson = JsonConvert.SerializeObject(Convert(state));

                client.UploadString(new Uri(lightUrl), "PUT", lightJson);
            }
        }
        public async Task SimpleLigthAsync()
        {
            LightState current = LightState.Red;

            while (true)
            {
                current = _switcher.GetNextLight1(current);
                Console.WriteLine($"new light: {current}");
                await Task.Delay(2000);
            }
        }
Пример #34
0
 void CheckTime()
 {
     if (theme.isDaytime)
     {
         currentState = LightState.off;
     }
     else if (theme.isNighttime)
     {
         currentState = LightState.on;
     }
 }
 public void setState(bool OnOff)
 {
     if (OnOff)
     {
         lightState = LightState.ON;
     }
     else
     {
         lightState = LightState.OFF;
     }
 }
Пример #36
0
 public static void CalculateLightCone(LightState lightState, out Vector3 position, out Vector3 direction, out float angle, out float radius, out float distance, out Vector4 color)
 {
     position    = lightState.Position;
     position.Z *= -1;
     direction   = -Vector3.UnitZ;
     direction   = Vector3.Transform(Vector3.Transform(-Vector3.UnitZ, Matrix.CreateRotationX(MathHelper.ToRadians(-lightState.Elevation.Y))), Matrix.CreateRotationY(MathHelper.ToRadians(-lightState.Azimuth.Y)));
     angle       = MathHelper.ToRadians(lightState.Angle) / 2;
     radius      = lightState.Radius / 2;
     distance    = (float)(radius / Math.Sin(angle));
     color       = lightState.Color.ToVector4();
 }
Пример #37
0
 public RoomPresenter(IRoom pView, LightState pState)
     : base(pView, pState)
 {
     mView = pView;
     mView.LightViewAdded += new TypedDelegate<ILightView>(OnLightViewAdded);
     mView.InitializeRoom();
     mView.LightUpdate += new DualTypedDelegate<int, Color>(OnLightUpdate);
     mView.ColorSaveFired += new TypedDelegate<gigaFlash.ConfigObjects.ColorConfig>(OnColorSaveFired);
     mView.SineEventFired += new TypedDelegate<List<int>>(OnSineFired);
     mView.StopEventFired += new TypedDelegate<List<int>>(OnStopEvent);
     mView.Disposing += new VoidDelegate(OnDisposing);
     mView.PostInitializiation();
 }
Пример #38
0
        public ThreadPresenterBase(IThreadedView pView, LightState pState)
            : base(pView, pState)
        {
            mThreadedView = pView;
            mThreadedView.StartFired += new gigaFlash.Delegates.TypedDelegate<Color>(OnMainThreadStart);
            mThreadedView.StopFired += new gigaFlash.Delegates.VoidDelegate(OnStopClicked);
            mThreadedView.Disposing += new gigaFlash.Delegates.VoidDelegate(OnDisposing);

            mMainThread = new BackgroundWorker();
            mMainThread.WorkerSupportsCancellation = true;
            mMainThread.DoWork += new DoWorkEventHandler(RunContinuously);
            mMainThread.RunWorkerCompleted += new RunWorkerCompletedEventHandler(OnMainThreadStopped);
        }
Пример #39
0
 public Image GetImage(LightState lightState, int num)
 {
     switch (lightState)
     {
         case LightState.Off:
             return _normalImgs[num];
         case LightState.Soft:
             return _sofLightImgs[num];
         case LightState.Hard:
             return _hardLightImgs[num];
         default:
             return null;
     }
 }
 public void PrintLightState(string devicename, LightState state)
 {
     switch (state)
     {
         case LightState.Off:
             Console.WriteLine("{0} {1}", devicename, Off);
             break;
         case LightState.Low:
             Console.WriteLine("{0} {1}", devicename, Low);
             break;
         case LightState.Medium:
             Console.WriteLine("{0} {1}", devicename, Medium);
             break;
         case LightState.High:
             Console.WriteLine("{0} {1}", devicename, High);
             break;
     }
 }
Пример #41
0
 public void SwitchBack()
 {
     switch (State)
     {
         case LightState.Off:
             State = LightState.High;
             break;
         case LightState.Low:
             State = LightState.Off;
             break;
         case LightState.Medium:
             State = LightState.Low;
             break;
         case LightState.High:
             State = LightState.Medium;
             break;
     }
 }
Пример #42
0
        public override void SetParameter(ComponentParameter parameter)
        {
            base.SetParameter(parameter);

            switch (parameter.MemberName)
            {
                case "startState":
                    _state = (LightState) Enum.Parse(typeof (LightState), parameter.GetValue<string>(), true);
                    break;
                case "lightColorR":
                    _colorR = int.Parse(parameter.GetValue<string>());
                    break;
                case "lightColorG":
                    _colorG = int.Parse(parameter.GetValue<string>());
                    break;
                case "lightColorB":
                    _colorB = int.Parse(parameter.GetValue<string>());
                    break;
            }
        }
Пример #43
0
        public Simulation(String name, IPatternProvider patternProvider)
        {
            Name = name;
            PatternProvider = patternProvider;
            PatternProvider.Simulation = this;
            _updateTimer = new Timer();
            _updateTimer.Elapsed += (o, args) => AdvanceTime();
            _updateTimer.Interval = 1000/60;
            Speed = 1;
            GC.KeepAlive(_updateTimer);

            foreach (var light in _lights)
            {
                var lState = new LightState {Address = light.Address, Color = light.Color};
                _stateMap[light.Address] = lState;
                _lightState.Add(lState);
            }
            LightSystemProvider.OnLightsUpdated += LightsUpdated;
            ActivePatterns = new List<PatternStart>();
        }
Пример #44
0
        private void LightsUpdated(bool added)
        {
            if (added)
            { // if they've been added check all against the current set
                ISet<LightAddress> addresses = new HashSet<LightAddress>(_lights.Select(l=>l.Address));
                foreach (LEDNode node in LightSystemProvider.Lights)
                {
                    if (!addresses.Contains(node.Address))
                    {
                        node.IsActive = IsActive;
                        _lights.Add(node);
                        var lState = new LightState {Address = node.Address, Color = node.Color};
                        _lightState.Add(lState);
                        _stateMap[node.Address] = lState;
                    }
                }
            }
            else
            {// if they've been removed check current set against all
                ISet<LightAddress> addresses = new HashSet<LightAddress>(LightSystemProvider.Lights.Select(l=>l.Address));

                for (int i = 0; i < _lights.Count; )
                {
                    if (addresses.Contains(_lights[i].Address))
                    {
                        i++;
                    }
                    else
                    {
                        LightAddress toRemove = _lights[i].Address;
                        _lights.RemoveAt(i);
                        var lState = _stateMap[toRemove];
                        _stateMap.Remove(toRemove);
                        _lightState.Remove(lState);
                    }
                }
            }
        }
Пример #45
0
 public LightStateInfoAtNumber(int number, LightState lightState)
 {
     _number = number;
     _lightState = lightState;
 }
Пример #46
0
 public Light()
 {
     State=new LightOn();
 }
 protected void SetState(LightState state)
 {
     _light.SetState(state);
 }
Пример #48
0
        private void UpdateLights()
        {
            if (this.player != null)
                {
                    if (this.player.Healt > 9 && prevState == LightState.Red)
                    {
                        Console.WriteLine("Red --> orange");

                        Program.lightFX.LFX_ActionColorEx(LFX_Position.LFX_All, LFX_ActionEnum.Morph, new LFX_ColorStruct(255, 255, 0, 0), new LFX_ColorStruct(255, 255, 128, 0));
                        Program.lightFX.LFX_Update();

                        Thread.Sleep(Program.FadeTime);
                        Program.lightFX.LFX_Light(LFX_Position.LFX_All, new LFX_ColorStruct(255, 255, 128, 0));
                        Program.lightFX.LFX_Update();
                        prevState = LightState.Orange;
                        UpdateLights();
                    }
                    else if (player.Healt <= 15 && prevState == LightState.Green)
                    {
                        Console.WriteLine("Green --> orange");

                        Program.lightFX.LFX_ActionColorEx(LFX_Position.LFX_All, LFX_ActionEnum.Morph, new LFX_ColorStruct(255, 0, 255, 0), new LFX_ColorStruct(255, 255, 128, 0));
                        Program.lightFX.LFX_Update();

                        Thread.Sleep(Program.FadeTime);
                        Program.lightFX.LFX_Light(LFX_Position.LFX_All, new LFX_ColorStruct(255, 255, 128, 0));
                        Program.lightFX.LFX_Update();
                        prevState = LightState.Orange;
                        UpdateLights();

                    }
                    else if (player.Healt > 15  && prevState == LightState.Orange)
                    {
                        Console.WriteLine("orange --> green");

                        Program.lightFX.LFX_ActionColorEx(LFX_Position.LFX_All, LFX_ActionEnum.Morph, new LFX_ColorStruct(255, 255, 128, 0), new LFX_ColorStruct(255, 0, 255, 0));
                        Program.lightFX.LFX_Update();

                        Thread.Sleep(Program.FadeTime);
                        Program.lightFX.LFX_Light(LFX_Position.LFX_All, new LFX_ColorStruct(255, 0, 255, 0));
                        Program.lightFX.LFX_Update();
                        prevState = LightState.Green;
                        UpdateLights();
                    }
                    else if (player.Healt <=9 && prevState == LightState.Orange)
                    {
                        Console.WriteLine("orange --> red");

                        Program.lightFX.LFX_ActionColorEx(LFX_Position.LFX_All, LFX_ActionEnum.Morph, new LFX_ColorStruct(255, 255, 128, 0), new LFX_ColorStruct(255, 255, 0, 0));
                        Program.lightFX.LFX_Update();

                        Thread.Sleep(Program.FadeTime);
                        Program.lightFX.LFX_Light(LFX_Position.LFX_All, new LFX_ColorStruct(255, 255, 0, 0));
                        Program.lightFX.LFX_Update();
                        prevState = LightState.Red;
                        UpdateLights();
                    }
                    else if (player.Healt > 3 && ((player.Healt <= 9 && prevState!=LightState.Red)|| prevState==LightState.Pulse))
                    {
                        // Red
                        Console.WriteLine("red");
                        Program.lightFX.LFX_Light(LFX_Position.LFX_All, new LFX_ColorStruct(255, 255, 0, 0));
                        Program.lightFX.LFX_Update();
                        prevState = LightState.Red;
                        UpdateLights();

                    }
                    else if (player.Healt <= 3 && prevState != LightState.Pulse)
                    {
                        Console.WriteLine("Pulse red");
                        // Pulse red

                        Program.lightFX.LFX_ActionColor(LFX_Position.LFX_All, LFX_ActionEnum.Pulse, new LFX_ColorStruct(255, 255, 0, 0));
                        Program.lightFX.LFX_Update();
                        prevState = LightState.Pulse;
                        UpdateLights();
                    }
                    //Console.WriteLine(this.player.Healt);
            }
        }
Пример #49
0
 void Awake()
 {
     if (instance == null) instance = this;
     _currentState = LightState.Off;
 }
Пример #50
0
    // Update is called once per frame
    void Update()
    {
        switch(m_eLightType)
        {
        case LightTypes.STANDARD:
            if(stateChange())
            {
                determineLightState();
            }
            if(m_bTurnOff == true)
            {
                turnOff();
            }
            break;

        case LightTypes.FLICKERING:
            m_fTimeToFlicker -= Time.deltaTime;
            if(m_fTimeToFlicker < 0.0f)
            {
                m_fTimeToFlicker =  m_fFlickerTime;
                if(m_eLightState == LightState.OFF)
                {
                    m_eLightState = LightState.ON;
                    light.enabled = true;
                }
                else
                {
                    m_eLightState = LightState.OFF;
                    light.enabled = false;
                }
            }
            break;
        case LightTypes.FLARE:
            m_eLightState = LightState.ON;
            break;
        }
    }
Пример #51
0
    // Use this for initialization
    void Start()
    {
        m_bTurnOff = false;
        m_bStartTimer = false;

        if(m_iId == 0)
        {
            m_eLightState = LightState.OFF;
        }
        else
        {
            m_eLightState = LightState.ON;
        }
        determineLightState();
    }
Пример #52
0
 public ColorSaverPresenter(IColorSaverView pView, LightState pState)
 {
     mView.ColorSaveRequested += new gigaFlash.Delegates.TypedDelegate<System.Drawing.Color>(HandleColorSaveRequest);
 }
Пример #53
0
    //Does the "turningoff" sequence on a timer which can be set outside
    void turnOff()
    {
        if(m_bStartTimer == false)
        {
            GlobalResources.m_iNumLights--;
            m_fStartTime = Time.time;
            m_bStartTimer = true;
        }

        if(m_bStartTimer==true && Time.time - m_fStartTime >= m_fTurningOffDuration)
        {
            m_eLightState = LightState.OFF;
            determineLightState();
            m_bTurnOff = false;
            m_bStartTimer = false;

        }
    }
Пример #54
0
 public LightStateInfoAtPosition(
     Point position, LightState lightState)
 {
     _position = position;
     _lightState = lightState;
 }
Пример #55
0
 public void SetState(LightState state)
 {
     LightState = state;
     LightArea.Calculated = false;
 }
Пример #56
0
 private void SetState(LightState state)
 {
     _state = state;
 }
Пример #57
0
    //if there is state change, check what the next state should be
    bool stateChange()
    {
        if(boxClicked())
        {
            if(m_eLightState == LightState.OFF)
            {
                //check to see if the cap has been met
                if(GlobalResources.m_iNumLights != GlobalResources.m_iLightCap)
                {
                    m_eLightState = LightState.ON;
                    GlobalResources.m_iNumLights++;
                }
                else
                {
                    print ("too many lights on");
                }
            }
            //if the light state is on then set it to switching off
            else if(m_eLightState == LightState.ON)
            {
                m_eLightState = LightState.TURNINGOFF;
            }
            //
            else if(m_eLightState == LightState.TURNINGOFF)
            {
                //if the light is clicked while turning off the turn it back on
                if(GlobalResources.m_iNumLights != GlobalResources.m_iLightCap)
                {
                    m_eLightState = LightState.ON;
                    GlobalResources.m_iNumLights++;
                    m_bTurnOff = false;
                    m_bStartTimer = false;
                }
                else
                {
                    print ("too many lights on");
                }
            }
            else
            {

            }
            return true;
        }
        else return false;
    }
Пример #58
0
 public void ChangeToCircleLight()
 {
     lightState = LightState.CIRCLE;
     masterView.ChangeToCircleLight();
 }
Пример #59
0
	public void Flash ()
	{
		state = LightState.LEAP_ON;
		time = 0.0f;
	}
Пример #60
0
 public void ChangeToSpotLight()
 {
     lightState = LightState.SPOTLIGHT;
     masterView.ChangeToSpotLight();
 }