public void StopTimer(NeedyState newState = NeedyState.Cooldown) { Display.On = false; IsWarning = false; _newState = !gameObject.activeInHierarchy ? NeedyState.Terminated : newState; UpdateSevenSegText(); }
public void StopTimer(NeedyState newState = NeedyState.Cooldown) { Display.On = false; IsWarning = false; State = !gameObject.activeInHierarchy ? NeedyState.Terminated : newState; if (State == NeedyState.Cooldown) { _waitAndReset = StartCoroutine(WaitAndReset()); } }