IEnumerator Delay_Start_Of_Level() { if (!tutorial_Level) { local_UI_Manager.Display_Current_Level("Level " + SceneManager.GetActiveScene().buildIndex); local_UI_Manager.Display_Bonus_Objective(); } yield return(new WaitForSeconds(time_To_Wait_Before_Starting_Level)); local_UI_Manager.Hide_Bonus_Objective(); local_UI_Manager.Hide_Current_Level(); if (tutorial_Level) { local_UI_Manager.Display_Bonus_Objective(); } StartCoroutine("Pick_Enemy_Type_To_Spawn"); local_UI_Manager.Display_Current_Wave("Wave " + current_Wave_Number); yield return(new WaitForSeconds(5f)); local_UI_Manager.Hide_Current_Wave(); if (tutorial_Level) { local_UI_Manager.Hide_Bonus_Objective(); } }