private IEnumerator CheckStage() { do { if (currentStage != stageManagement.GetStage()) { currentStage = stageManagement.GetStage(); currentBehaviourState = Character.BehaviourState.GO_TO_NEXT_STAGE; } yield return(null); } while (currentState != GameManagement.GameState.GAMEOVER); }
//Coroutines private IEnumerator CheckStage() { do { if (currentStage != stageManagement.GetStage()) { currentStage = stageManagement.GetStage(); currentState = BehaviourState.GO_TO_NEXT_STAGE; } yield return(null); } while (currentState != BehaviourState.DIE); }