private void VoidEvent_Finished(VoidEvent.EventType eventType, int tier) { switch (eventType) { case VoidEvent.EventType.Junkyard: Debug.Log("Junkyard " + tier + " end."); blockSpawner.SetJunkyardTier(0); blockSpawner.EndJunkyardEvent(); break; case VoidEvent.EventType.Radiation: Debug.Log("Radiation " + tier + " end."); blockSpawner.SetVestigesPerBlock(0); grid.SetBaseEnergyDecayRateBonus(0); // Don't need to do anything to vestige level. break; case VoidEvent.EventType.Asteroids: Debug.Log("Asteroids " + tier + " end."); grid.ClearAllAsteroids(); break; } }