private IEnumerator GiveLight(int light) { onCooldown = true; Scoring.AddLight(light); light1.gameObject.SetActive(false); light2.gameObject.SetActive(false); light3.gameObject.SetActive(false); particles.gameObject.SetActive(false); Debug.Log("Warming! " + Scoring.GetLight() + " light remaining"); yield return(new WaitForSeconds(cooldown)); onCooldown = false; light1.gameObject.SetActive(true); light2.gameObject.SetActive(true); light3.gameObject.SetActive(true); particles.gameObject.SetActive(true); }
private IEnumerator TakeTorch() { Debug.Log("TakingTorch"); Scoring.AddLight(1); // TODO: make constant Debug.Log("Taking: " + Scoring.GetLight() + " light remaining"); isActive = false; canTake = false; particles.gameObject.SetActive(false); light1.gameObject.SetActive(false); light2.gameObject.SetActive(false); yield return(new WaitForSeconds(cooldown)); particles.gameObject.SetActive(true); light1.gameObject.SetActive(true); light2.gameObject.SetActive(true); isActive = true; if (playerIn) { canTake = true; } Debug.Log("TorchActive"); }