Wing 323 - Gamepad Version  V1.0
Public Member Functions
LightEvent Class Reference

A light event is a trigged event, which invokes light effects (via the LightsControl class). Players trigger a light event when the collide, with the light event's collision box. The light event is trigged is dependant on the light events type. The light event is destroyed once it has finished, in order to effiently use memory. More...

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Public Member Functions

void Start ()
 Initialises the light events' attributes.
void OnTriggerEnter (Collider _objectID)
 These actions are invoked when a player enters the light events collision box. Once the player enters the box, a light event is trigged (methods are invoked with the lightsControl class). The light event is trigged is dependant on the light events type.
IEnumerator destroyLightEvent (float _destroyDelay)
 Destroys a light event after a defined amount of time.

Detailed Description

A light event is a trigged event, which invokes light effects (via the LightsControl class). Players trigger a light event when the collide, with the light event's collision box. The light event is trigged is dependant on the light events type. The light event is destroyed once it has finished, in order to effiently use memory.

Author:
Alexander Poolton
Version:
4.0
Date:
7/8/2011

Member Function Documentation

IEnumerator LightEvent::destroyLightEvent ( float  _destroyDelay) [inline]

Destroys a light event after a defined amount of time.

Parameters:
[in]_destroyDelayThe time delay before destroying the light
Returns:
yield The wait delay before destroying the light event (uses the param _destroyDelay).
void LightEvent::OnTriggerEnter ( Collider  _objectID) [inline]

These actions are invoked when a player enters the light events collision box. Once the player enters the box, a light event is trigged (methods are invoked with the lightsControl class). The light event is trigged is dependant on the light events type.

Parameters:
[in]_objectIDThe ID of the object colliding with the light event box. This is used to ensure only the player can trigger a light event, and not for instance a crate/enemy passing through it.

The documentation for this class was generated from the following file:
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