public void TriggerDSPSwitch(DSPState givenDSP) { //Debug.Log("Got a DSP trigger for: " + givenDSP); dspTriggered.Invoke(givenDSP); switch (givenDSP) { case DSPState.Chorus: chorusDSP.Post(this.gameObject); break; case DSPState.Distortion: distortionDSP.Post(this.gameObject); break; case DSPState.Echo: echoDSP.Post(this.gameObject); break; case DSPState.Tremelo: tremeloDSP.Post(this.gameObject); break; } StopAllCoroutines(); StartCoroutine(BrieflyEnableHarmony()); }
void BrieflyReveal(DSPState givenState) { if (!levelPassed) { StopAllCoroutines(); StartCoroutine(BrieflyFadeIn()); } }
void BoostBuildSpeed(DSPState givenState) { StopCoroutine(TemporarilyBoostBuildSpeed()); StartCoroutine(TemporarilyBoostBuildSpeed()); }
void BlipTheRadius(DSPState givenState) { StopAllCoroutines(); StartCoroutine(BlipItGood()); }