示例#1
0
    private void Light(LightUp.LIGHT_STATE newState)
    {
        Shader s = this.GetComponent <Shader> ();

        switch (newState)
        {
        default:
        case LIGHT_STATE.STATE_NORMAL:
            GetComponent <Renderer> ().material.SetColor("_EmissionColor", colorDefault);
            break;

        case LIGHT_STATE.STATE_ACTIVE:
            GetComponent <Renderer> ().material.SetColor("_EmissionColor", colorActive);
            break;

        case LIGHT_STATE.STATE_ERROR:
            GetComponent <Renderer> ().material.SetColor("_EmissionColor", colorError);
            break;
        }
    }
示例#2
0
    // Called from PatternLightUp(float duration) to light up the orb for a given duration.
    IEnumerator LightFor(float duration, LightUp.LIGHT_STATE newState)
    {
        // Assign the lightup material to the orb and play the audio...
        if (LIGHT_STATE.STATE_ACTIVE == newState)
        {
            // Assign the lightup material to the orb.
            Light(LIGHT_STATE.STATE_ACTIVE);
            // Get the GVR audio source component on this orb and play the audio.
            this.GetComponent <GvrAudioSource>().Play();
        }
        else
        {
            // Assign the lightup material to the orb.
            Light(newState);
        }

        // ...wait...
        yield return(new WaitForSeconds(duration - 0.1f));

        // ...revert the material back to the orb's default material.
        AestheticReset();
    }
示例#3
0
 // Lightup behavior for displaying the orb lightup pattern.
 // Called when the GameLogic.DisplayPattern() function is invoked (see GameLogic.cs script).
 public void PatternLightUp(float duration, LightUp.LIGHT_STATE newState = LIGHT_STATE.STATE_ACTIVE)
 {
     StartCoroutine(LightFor(duration, newState));
 }