IEnumerator Sequence() { _oolEnviroLight.Toggle(); AkSoundEngine.PostEvent("play_enemy_bones", gameObject); yield return(new WaitForSeconds(1)); // 1 AkSoundEngine.PostEvent("dial_deathiscoming", gameObject); int indice = 0; foreach (GameObject angel in angels) { angel.SetActive(true); angelScripts[indice] = angel.GetComponent <Angel>(); angelScripts[indice].Activated = false; indice++; } yield return(new WaitForSeconds(2)); // 3 _flcPlayer1.GetComponent <Player>().IsInvincible = true; _flcPlayer2.GetComponent <Player>().IsInvincible = true; _oolEnviroLight.Toggle(); _oolEnviroLight.FlickeringType = OnOffLight.FlickerType.STROBOSCOPE; _oolEnviroLight.StroboscopeRate = 6; foreach (Angel angel in angelScripts) { angel.Activated = true; } AkSoundEngine.PostEvent("stop_enemy_bones", gameObject); yield return(new WaitForSeconds(1)); // 4 /*_flcPlayer1.DesactivFlashLight(); * _flcPlayer2.DesactivFlashLight();*/ _oolEnviroLight.StroboscopeRate = 6; //AkSoundEngine.PostEvent("dial_cantturn", gameObject); yield return(new WaitForSeconds(1)); // 6 _oolEnviroLight.StroboscopeRate = 6; AkSoundEngine.StopAll(); AkSoundEngine.PostEvent("dial_end", gameObject); yield return(new WaitForSeconds(4)); // 10 GameObject.Find("PlayTestMaster").GetComponent <PlayTestMaster>().SwitchSceneStrobo(EndScene, true); yield return(new WaitForSeconds(3)); // 13 BlackImage.SetActive(true); }
IEnumerator LightFlashing() { light.FlickeringType = OnOffLight.FlickerType.RandomFlicker; yield return(new WaitForSeconds(3)); light.Toggle(); }