private IEnumerator DelayConfirmation(float time)
    {
        yield return(new WaitForSeconds(time));

        switch (currentConfirmationMode)
        {
        case ConfirmationMode.RestartLevel:
        {
            if (restartLevelEvent)
            {
                restartLevelEvent.Raise();
            }
        }
        break;

        case ConfirmationMode.QuitLevel:
        {
            if (returnToMainMenuEvent)
            {
                returnToMainMenuEvent.Raise();
            }
        }
        break;

        default:
            break;
        }
    }
Beispiel #2
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    // Update is called once per frame
    void Update()
    {
        if (GameManager.Instance.globalGameState.GetCurrentGameState() == GameState.InGame)
        {
            if (GameManager.Instance.playerData.GetSecondsElapsed() > 5)
            {
                if (solved)
                {
                    StopAllCoroutines();

                    if (WinEvent)
                    {
                        WinEvent.Raise();
                    }
                }
            }
        }
    }