private IEnumerator EnableAsync(Game.Step step) { if (step == Game.Step.Door1) { yield return(new WaitForSeconds(kEnableDelay)); } mHover.Reset(); switch (step) { case Game.Step.Door1: mAmbientSound.Play(fFieldSounds); break; case Game.Step.Door2: mAmbientSound.Play(fKitchenSounds); break; case Game.Step.Door3: break; // TODO: play a sound to cue the door to the hall } }
// -- commands -- private void Enable(Game.Step step) { StartCoroutine(EnableAsync(step)); }
public void TargetCurrentStep(NetworkConnection target, Game.Step step, bool isTurn) { stepButton.interactable = isTurn; stepText.text = step.ToString(); }