private IEnumerator BeginGameEffect() { if (RelicCollection == null) { RelicCollection = new RelicCollection(); } else { RelicCollection.Reset(); } if (StatisticManager == null) { StatisticManager = new StatisticManager(); } else { StatisticManager.Reset(); } // Fire a game begun event. OnGameBegun(EventArgs.Empty); yield return(Coroutines.Pause(TimingHelper.GetFrameCount(2.5f))); // Kick off the game with a coalsced phase. This should always be the Calm phase and we do want the player to be notified of this. PhaseManager.CoalescePlane(); // Add a coroutine to handle updating remaining game time. CoroutineManager.Add(UpdateRemainingGameTimeKey, UpdateGameTimer()); }