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Question by jhartman1 · Oct 02, 2017 at 12:06 AM · c#timerstate-machinetimer countdownstate machine

Traffic Light won't change colors State machine

Hey guys, I recently posted a question about the same set of scripts when I had a error, now i can't seem to get the lights to turn on let alone change. I'm sure it's a simple fix but I can't figure it out. My traffic light script

 [SerializeField]private float greenLight = 5.0f;
 [SerializeField]private float yellowLight = 5.0f;
 [SerializeField]private float redLight =  5.0f; 

 public GameObject redObj;
 public GameObject yellowObj;
 public GameObject greenObj;



 private float timePassed;

 void Start()
 {
     
     ResetTimeSinceLastRestart ();
     GetComponent<Renderer> ().material.color = Color.grey;
     greenObj.GetComponent<Renderer> ().material.color = Color.grey;
     redObj.GetComponent<Renderer> ().material.color = Color.grey;
     yellowObj.GetComponent<Renderer> ().material.color = Color.grey;
 }

 void Update()
 {
     timePassed += Time.deltaTime; 
 }

 public float GetTime()
 {
     Debug.Log ("Prob1a"); // the problem is here 
     return timePassed;
 }


 public void ResetTimeSinceLastRestart()
 {
     timePassed = 5.0f;
 }
 public float GetRedTime()
 {
     
     return redLight;
 }

 public float GetYellowTime()
 {
     return yellowLight;
 }

 public float GetGreenTime()
 {
     return greenLight;
 }

My TrafficLightStateMachine script ( if it's needed)

 private TrafficLight target;
 private TrafficStates curState = TrafficStates.redLight;
 private Dictionary<TrafficStates, Action> fsm = new Dictionary<TrafficStates, Action>();

 enum TrafficStates
 {
     greenLight,

     yellowLight,

     redLight
 }


 void Start () 
 {
     Debug.Log ("Prob0");
     //this accesses the Data Model Script
     target = GetComponent<TrafficLight> ();
     //this is my dictionary
     fsm.Add (TrafficStates.redLight, new Action (RedState));
     fsm.Add (TrafficStates.yellowLight, new Action (YellowState));
     fsm.Add (TrafficStates.greenLight, new Action (GreenState));
     // the default state.
     SetState (TrafficStates.redLight);
 }
 void Update () 
 {
     fsm [curState].Invoke();
 }
 //If the time is greater than timepassed it will transition to the next function: the Yellow light.
 void RedState()
 {
     Debug.Log ("Prob1b");//this is the effected code, once this is fixed I can fix the others
     if (target.GetRedTime() >= target.GetTime())
     {
         
         target.greenObj = GameObject.Find("Green Light");

         target.greenObj.GetComponent<Renderer>().material.color = Color.green;

         SetState (TrafficStates.greenLight);
     }
 }
 //only pay attention to RedState cause if I can get this right the rest will be easy.
 void YellowState()
 {
     if (target.GetYellowTime() > target.GetTime())
     {
         target.redObj = GameObject.Find("Red Light");

         target.redObj.GetComponent<Renderer> ().material.color = Color.red;

         SetState (TrafficStates.redLight);
     }
 }

 void BlinkingYellowState()
 {

 }
 void GreenState()
 {
     Debug.Log ("Prob3");
     if (target.GetGreenTime() > target.GetTime())
     {
         GameObject yellowObj = GameObject.Find("Yellow Light");
         yellowObj.GetComponent<Renderer> ().material.color = Color.yellow;
         SetState (TrafficStates.yellowLight);
     }
 }
 void SetState(TrafficStates newState)
 {
     curState = newState;
 }
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