protected virtual void Off() { Debug.Log(ObjectCount); if (ObjectCount == 0) { PowerHolder.SetState(Color, false); } }
// Update is called once per frame void Update() { isOn = PowerHolder.IsOn(Color) ? StateOnPowered : !StateOnPowered; collider.enabled = !isOn; UnityEngine.Color color = renderer.material.color; color.a = collider.enabled ? 1f : .5f; renderer.material.color = color; }
private void Update() { if (Powered) { PowerHolder.SetState(Color, true); if (!PowerHolder.IsOn(Color)) { throw new System.Exception(); } } }
protected virtual void On() { PowerHolder.SetState(Color, true); }
// Start is called before the first frame update void Start() { m_parentHolder = gameObject.GetComponentInParent <PowerHolder>(); m_renderer = gameObject.GetComponent <SpriteRenderer>(); }
public void Rename() { PowerDistribution powerDistribution = PowerDistribution.AUTOCRACY; PowerHolder powerHolder = PowerHolder.RULER; foreach (WS_Trait trait in traits) { if (trait.Group() == TraitGroup.POWER_DISTRIBUTION) { if (trait.traitName() == "Oligarchy") { powerDistribution = PowerDistribution.OLIGARCHY; } if (trait.traitName() == "Ruling Council") { powerDistribution = PowerDistribution.RULING_COUNCIL; } if (trait.traitName() == "Democracy") { powerDistribution = PowerDistribution.DEMOCRACY; } } else if (trait.Group() == TraitGroup.POWER_HOLDER) { if (trait.traitName() == "Nobility Holder") { powerHolder = PowerHolder.NOBILITY; } if (trait.traitName() == "Church Holder") { powerHolder = PowerHolder.CHURCH; } if (trait.traitName() == "People Holder") { powerHolder = PowerHolder.PEOPLE; } } } switch (powerDistribution) { case PowerDistribution.AUTOCRACY: switch (powerHolder) { case PowerHolder.PEOPLE: name = "Elective Monarchy"; break; case PowerHolder.CHURCH: name = "Papacy"; break; case PowerHolder.NOBILITY: name = "Electorate"; break; case PowerHolder.RULER: name = "Empire"; break; } break; case PowerDistribution.OLIGARCHY: switch (powerHolder) { case PowerHolder.PEOPLE: name = "Plutocracy"; break; case PowerHolder.CHURCH: name = "Ecclesiastical State"; break; case PowerHolder.NOBILITY: name = "Oligarchy"; break; case PowerHolder.RULER: name = "Feudal State"; break; } break; case PowerDistribution.RULING_COUNCIL: switch (powerHolder) { case PowerHolder.PEOPLE: name = "Democratical Assembly"; break; case PowerHolder.CHURCH: name = "Theocracy"; break; case PowerHolder.NOBILITY: name = "War Council"; break; case PowerHolder.RULER: name = "Regent Council"; break; } break; case PowerDistribution.DEMOCRACY: switch (powerHolder) { case PowerHolder.PEOPLE: name = "Democratic State"; break; case PowerHolder.CHURCH: name = "Clergy State"; break; case PowerHolder.NOBILITY: name = "Republic"; break; case PowerHolder.RULER: name = "Demarchy"; break; } break; } name += " of "; name += WS_WordCreator.Create(); }