private IEnumerator DisableGameObject()
        {
            waitForSecondsRealtime.UpdateEndTime();
            yield return(waitForSecondsRealtime);

            gameObject.SetActive(false);
        }
 private IEnumerator ActivationCoroutine()
 {
     running = true;
     if (updateMode == UpdateMode.UnscaledTime)
     {
         waitTillActivationUnscaled.UpdateEndTime();
         yield return(waitTillActivationUnscaled);
     }
     else
     {
         yield return(waitTillActivationScaled);
     }
     TriggerEvent();
     running = false;
 }
        private IEnumerator ActivationCoroutine()
        {
            if (!initialized)
            {
                Initialize();
            }

            running = true;
            if (timeMode == TimeMode.Unscaled)
            {
                waitTillActivationUnscaled.UpdateEndTime();
                yield return(waitTillActivationUnscaled);
            }
            else
            {
                yield return(waitTillActivationScaled);
            }

            TriggerEvent();
            running = false;
        }