private async Task DoorSequence()
        {
            if (trigger == true)
            {
                return;
            }
            trigger = true;
            Utils.ShowWardenMessage("msgCat::Obj.Info" + "\n>\n<size=200%><color=red>" + "Issue with security bypass, standby." + "</color></size>");

            await Task.Delay(1 * 1000);

            lightCollection = LG_LightCollection.Create(chainedPuzzleInstance.m_sourceArea.m_courseNode, new Vector3(0, 0, 0), LG_LightCollectionSorting.Distance, float.MaxValue);

            sound.Post(EVENTS.LIGHTS_OFF_GLOBAL);
            foreach (CollectedLight light in lightCollection.collectedLights)
            {
                light.light.ChangeIntensity(0);
                if (light.light.m_category == LG_Light.LightCategory.Emergency ||
                    light.light.m_category == LG_Light.LightCategory.Door ||
                    light.light.m_category == LG_Light.LightCategory.DoorImportant ||
                    light.light.m_category == LG_Light.LightCategory.Sign)
                {
                    light.light.ChangeColor(new Color(1, 0, 0, 1));
                }
            }

            await Task.Delay(4 * 1000);

            sound.Post(EVENTS.LIGHTS_ON_INTENSITY_1);
            LightsOnForCatagory(LG_Light.LightCategory.Emergency);
            //Main.log.LogDebug("1");
            await Task.Delay(1 * 1000);

            sound.Post(EVENTS.LIGHTS_ON_INTENSITY_2);
            LightsOnForCatagory(LG_Light.LightCategory.DoorImportant);
            //Main.log.LogDebug("2");
            await Task.Delay(1 * 1000);

            sound.Post(EVENTS.LIGHTS_ON_INTENSITY_3);
            LightsOnForCatagory(LG_Light.LightCategory.Door);
            //Main.log.LogDebug("3");
            await Task.Delay(1 * 1000);

            sound.Post(EVENTS.LIGHTS_ON_INTENSITY_4);
            LightsOnForCatagory(LG_Light.LightCategory.Sign);
            //Main.log.LogDebug("4");

            await Task.Delay(5 * 1000);

            HelpText = showHelp.show;
        }
 public void Update()
 {
     switch (HelpText)
     {
     case showHelp.show:
         var wardenObj = WardenObjectiveManager.Current.m_activeWardenObjectives[LG_LayerType.MainLayer];
         wardenObj.ShowHelpDelay = 0;
         WardenObjectiveManager.Current.AttemptInteract(new pWardenObjectiveInteraction()
         {
             forceUpdate = true, inLayer = LG_LayerType.MainLayer, newSubObj = eWardenSubObjectiveStatus.GoToZoneHelp, type = eWardenObjectiveInteractionType.UpdateSubObjective
         });
         WardenObjectiveManager.Current.UpdateFromInLevel();
         HelpText = showHelp.notActive;
         Utils.UnlockDoor();
         break;
     }
 }