CQ_Intelligent-Technology-T.../Assets/Improt/UTS/Scripts/Another Script/Lights.cs

80 lines
1.6 KiB
C#

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();
}
}
}