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Question by cledan · Feb 25, 2018 at 04:22 PM · c#triggerlightsswitching

Switch multiple lights On/Off ?

Hi, I'm a beginner using Unity and C# so please bare with me if I don't have the tech vocabulary.

So, I have a room with lights on walls and sealing.

The Character (first-person) must interact/hit a cube (switch) on the wall to turn lights on/off.

Because I have multiple lights in this scene, the lights from the room are child to an empty game object with "roomLights" tag.

The character must hit the switch to turn off/on only the room lights (event/trigger to target the roomLights tag).

I've watched some tutorials but some of them are old and using javascript which is a no-no for me.

Any directions or maybe the C# sample would be helpful.

Thank you.

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Answer by UrielKane · Feb 25, 2018 at 07:14 PM

There are many diferent ways of doing that. The code line you are interested on is "gameObject.SetActive(true); and gameObject.SetActive(false);" you can also "lightcomponent.enable = true; or = false;" I usually use setactive becouse i become a little paranoid sometimes having a component still working even if i disable it.

And this being said, you have to figure out how to reach that code, you can do it from a simple trigger to a complex Raycast system. If i'm not wrong you can do it with OnMouseDawn () function to. It was a long since the last time i use OnMouseDawn so i cant recomend it. But if you want the character not only to be close to the switch but also looking at it, you should use either OnMouseDawn or Raycast.

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Answer by imagoculturae · Nov 12, 2019 at 11:43 AM

So I have this script applied to an object switch that can switch on/off only one light, how can I modify it so that I can insert multiple lights in the editor? Do I need to use an array? How is it done in the editor? Many thanks

      using System.Collections;
      using System.Collections.Generic;
      using UnityEngine;
      using UnityEngine.SceneManagement;
      using UnityEditor;
      
      
      public class LightSwitchObj : MonoBehaviour
      {
          public GameObject linkedLight;
          private bool lightStatus = false;
          
          void OnMouseDown()
          {
      
              if (lightStatus == false)
              {
                  linkedLight.SetActive(true);
                  lightStatus = true;
              }
              else if(lightStatus == true)
              {
                  linkedLight.SetActive(false);
                  lightStatus = false;
              }
          }
      }
  


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avatar image Hellium · Nov 12, 2019 at 12:43 PM 0
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If you want the lights to be toggled on and off according to their previous state

 using UnityEngine;
 
 public class LightSwitchObj : $$anonymous$$onoBehaviour
 {
     public GameObject[] lights;
     
     void On$$anonymous$$ouseDown()
     {
         foreach(var light in lights)
         {
             light.SetActive(!light.activeSelf);
         }
     }
 }



If you want the lights to "share the same state" (all enabled / disabled at the same time)

 using UnityEngine;
 
 public class LightSwitchObj : $$anonymous$$onoBehaviour
 {
     public GameObject[] lights;
     private bool lightEnabled;
     
     void On$$anonymous$$ouseDown()
     {
         lightEnabled = !lightEnabled;
         foreach(var light in lights)
         {
             light.SetActive(lightEnabled);
         }
     }
 }



If you want only one light to be enabled at a time

 using UnityEngine;
 
 public class LightSwitchObj : $$anonymous$$onoBehaviour
 {
     public GameObject[] lights;
     private int enabledLightIndex;
     
     void On$$anonymous$$ouseDown()
     {
         enabledLightIndex = (enabledLightIndex + 1) % lights.Length;
         for(int lightIndex = 0 ; lightIndex < lights.Length ; ++lightIndex)
         {
             lights[lightIndex].SetActive(lightIndex == enabledLightIndex);
         }
     }
 }



avatar image imagoculturae Hellium · Nov 12, 2019 at 01:29 PM 0
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$$anonymous$$any thanks! The second case will do for me. However I need also to rotate the switch a bit, where do I insert this code into your sintax? Is there also a way to modify the intesity of the lights all at the same time? I am planning to use a fader switch. Sorry for asking so many quaestions, but this will complete my prefab, I can share it after this...

     rotswitch.transform.Rotate(0, 0, 10);
         ...
     rotswitch.transform.Rotate(0, 0, -10);
     

avatar image Hellium imagoculturae · Nov 12, 2019 at 01:40 PM 0
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you can call light.transform.Rotate(0, 0, 10) inside the foreach, but this will rotate all the lights each time the lights are enabled / disabled.

To change the intensity, call light.GetComponent<Light>().intensity = /* your value*/; inside the foreach. But again, it will change the intensity for all the lights each time the lights are enabled / disabled.

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