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; }