// Update is called once per frame void Update() { burger.GetComponent <Animator>().Play(patties[burger.getDoneness()]); if (playing) { if (burger.cookedLevel < 100) { float val = input.MicLoudness; cookingFactor = val; burger.cookedLevel = burger.cookedLevel + val; } else { cookingFactor = 0; } time--; clockHand.Rotate(new Vector3(0, 0, -2)); flames.sizeDelta = new Vector2(flames.sizeDelta.x, 60.0f * cookingFactor); timeBar.sizeDelta = new Vector2(timeBar.sizeDelta.x - timeSpeed, timeBar.sizeDelta.y); arrow.transform.localPosition = new Vector3(burger.cookedLevel - 50, arrow.transform.localPosition.y, 1); if (time == 0) { burgerImages[burgerNum].sprite = burgerSprites[burger.getDoneness()]; burgerImageObjs[burgerNum].SetActive(true); burgerNum++; if (burgerNum == 5) { burger.makeInactive(); playing = false; score = burgers[0].getScore() + burgers[1].getScore() + burgers[2].getScore() + burgers[3].getScore() + burgers[4].getScore(); gc.currentScore += score; StartCoroutine(goToNextGame()); //show score //load next game } else { nextBurger(); } } } }