using UnityEngine; using System.Collections; public class Lights : MonoBehaviour { public LensFlare[] flares; public Light[] lights; public LensFlare[] stopFlares; public Light[] stopLights; public AudioSource Signal; private enum States { On, Off } private States currentState = States.On; // Update is called once per frame void Start() { for (int i = 0; i < stopLights.Length; i++) { stopLights[i].enabled = false; } for (int i = 0; i < stopFlares.Length; i++) { stopFlares[i].enabled = false; } } void Update () { if (Input.GetKeyUp(KeyCode.L)) { switch ( currentState ) { case States.Off: for (int i = 0; i < flares.Length; i++) { flares[i].enabled = true; } for (int i = 0; i < lights.Length; i++) { lights[i].enabled = true; } currentState = States.On; break; case States.On: for (int i = 0; i < flares.Length; i++) { flares[i].enabled = false; } for (int i = 0; i < lights.Length; i++) { lights[i].enabled = false; } currentState = States.Off; break; } } if (Input.GetKey(KeyCode.S)) { for (int i = 0; i < stopLights.Length; i++) { stopLights[i].enabled = true; } for (int i = 0; i < stopFlares.Length; i++) { stopFlares[i].enabled = true; } } if (Input.GetKeyUp(KeyCode.S)) { for (int i = 0; i < stopLights.Length; i++) { stopLights[i].enabled = false; } for (int i = 0; i < stopFlares.Length; i++) { stopFlares[i].enabled = false; } } if (Input.GetKey(KeyCode.K)) { if (!Signal.isPlaying) Signal.Play(); } } }