public IEnumerator Wait() { if (showDebug) { Debug.Log(base.name + "Waiting for the sound to finish "); } yield return(new WaitForSecondsRealtime(currentAudioClipDuration)); SignalScriptNode1 dustParticles = GetComponent <SignalScriptNode1>(); if (dustParticles != null) { dustParticles.SendSignal(1f); } }
private void Disconnect() { if (showDebug) { Debug.Log(base.name + " Disconnect "); } Circuit.Disconnect(this); SignalScriptNode1 component = GetComponent <SignalScriptNode1>(); if (component != null) { component.SendSignal(2f); } Object.Destroy(springIn); Object.Destroy(springOut); ignoreSocketConnect = connectedSocket; connectedSocket = null; }
public void Crack(float impact, Vector3 pos) { float num = impact / unityImpact; if (num > compressTreshold) { num = (num - compressTreshold) / compressRatio + compressTreshold; } if (crack != null) { crack.PlayOneShot(pos, num); } if (audioCrack != null) { if (showDebug) { Debug.Log(base.name + " Audio Crack Playing "); } SignalScriptNode1 component = GetComponent <SignalScriptNode1>(); component.sendSignal.value = 1f; } }
private void DoHit(HitType type, Vector3 position) { if (showDebug) { Debug.Log(base.name + " DoHit "); } foreach (GameObject poolObject in poolObjects) { if (!poolObject.activeSelf) { poolObject.transform.position = position; poolObject.SetActive(value: true); if (showDebug) { Debug.Log(base.name + " Trying to send signal now "); } graphNode = GetComponent <SignalScriptNode1>(); graphNode.SendSignal(1f); break; } } }
private bool Connect(PowerSocket scan) { if (showDebug) { Debug.Log(base.name + " Connect "); } SignalScriptNode1 component = GetComponent <SignalScriptNode1>(); if (component != null) { component.SendSignal(1f); } if (!Circuit.Connect(this, scan)) { ignoreSocketConnect = scan; return(false); } connectedSocket = scan; springIn = Attach(scan, alignmentTransform.position + torque * alignmentTransform.forward, connectedSocket.transform.position + (torque + tensionDistance) * connectedSocket.transform.forward); springOut = Attach(scan, alignmentTransform.position - torque * alignmentTransform.forward, connectedSocket.transform.position - (torque + tensionDistance / 2f) * connectedSocket.transform.forward); return(true); }