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Server_SV_LEDs.cs
84 lines (78 loc) · 2.29 KB
/
Server_SV_LEDs.cs
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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
public class Server_SV_LEDs : UdonSharpBehaviour
{
public bool _enable;
public Material _green_material_on;
public Material _green_material_off;
public Material _red_material_on;
public Material _red_material_off;
public GameObject[] _green_leds = new GameObject[2];
public GameObject _red_led;
float[] gwaits = new float[2];
float rwait = 1.0f;
float[] gpastsecs = { 0, 0 };
float rpastsec = 0;
bool[] goldstates = { true, true };
bool roldstate = true;
// Start is called before the first frame update
void Start()
{
for (int i = 0; i < _green_leds.Length; i++)
{
gwaits[i] = Random.Range(0.07f, 0.17f);
}
}
// Update is called once per frame
void Update()
{
if (_enable)
{
blink_green_leds();
blink_red_led();
}
}
// 緑のLED
void blink_green_leds()
{
for (int i = 0; i < _green_leds.Length; i++)
{
gpastsecs[i] += Time.deltaTime;
if (gpastsecs[i] > gwaits[i])
{
if (goldstates[i])
{
_green_leds[i].GetComponent<MeshRenderer>().material = _green_material_off;
//_leds1[i].GetComponent<MeshRenderer>().sharedMaterial = _material_off;
}
else
{
_green_leds[i].GetComponent<MeshRenderer>().material = _green_material_on;
//_leds1[i].GetComponent<MeshRenderer>().sharedMaterial = _material_on;
}
gpastsecs[i] = 0;
goldstates[i] = !goldstates[i];
}
}
}
// 赤のLED
void blink_red_led()
{
rpastsec += Time.deltaTime;
if (rpastsec > rwait)
{
if (roldstate)
{
_red_led.GetComponent<MeshRenderer>().material = _red_material_off;
}
else
{
_red_led.GetComponent<MeshRenderer>().material = _red_material_on;
}
rpastsec = 0;
roldstate = !roldstate;
}
}
}