private IEnumerator StartRound() { // Play Music if (firstRun) { #if UNITY_EDITOR Settings.Volume = 0.1f; #else Settings.Volume = 0.5f; #endif firstRun = false; } Music.PlayTracks(); // Create the pillars DanceManagerBehavior.Reset(); PillarBehavior.ResetInputs(); // Choose a dance pillarChosen = pillars[Random.Range(0, pillars.Count)]; // Create dance input based off correct pillar inputQueue.Clear(); yield return(0); ChangeState(GameStates.TRIBEDANCE); }
private IEnumerator StartRound() { // Play Music if (firstRun) { #if UNITY_EDITOR Settings.Volume = 0.1f; #else Settings.Volume = 0.5f; #endif firstRun = false; } Music.PlayTracks(); // Create the pillars DanceManagerBehavior.Reset(); PillarBehavior.ResetInputs(); // Choose a dance pillarChosen = pillars[Random.Range(0, pillars.Count)]; // Create dance input based off correct pillar inputQueue.Clear(); yield return 0; ChangeState(GameStates.TRIBEDANCE); }