// Update is called once per frame void Update() { if (m_gs == GameState.EStart) { if (timeToStartGame > 0) { timeToStartGame -= Time.deltaTime; } else { m_gs = GameState.EBlinking; timeToStartGame = 3f; blinkButton = Random.Range(0, buttons.Count); GameObject but = (GameObject)buttons [blinkButton]; ButtonsHandler bt = but.GetComponent <ButtonsHandler> (); bt.Blink(); Debug.Log("BO COUNT" + buttonsOrderGenerated.Count); buttonsOrderGenerated.Add(bt.name); m_uiText.text = "Follow blinks"; } } else if (m_gs == GameState.EBlinking) { if (blinkTime > 0) { blinkTime -= Time.deltaTime; } else if (coolDownTime > 0) { coolDownTime -= Time.deltaTime; GameObject but = (GameObject)buttons [blinkButton]; ButtonsHandler bt = but.GetComponent <ButtonsHandler> (); bt.Regular(); } else { blinkTime = 1f; coolDownTime = 0.5f; blinkTimes++; if (blinkTimes < buttons.Count * 2) { m_uiText.text = "Follow blinks" + blinkTimes; blinkButton = Random.Range(0, buttons.Count); GameObject butNew = (GameObject)buttons [blinkButton]; ButtonsHandler btNew = butNew.GetComponent <ButtonsHandler> (); btNew.Blink(); buttonsOrderGenerated.Add(btNew.name); } else { m_uiText.text = "Now you. Take your time" + blinkTimes; m_gs = GameState.EUserTurn; blinkTimes = 0; } } } }