IEnumerator WaitToActivate() { if (!useScreenShake) { yield return(new WaitForSeconds(eventTriggerTime)); } else { yield return(new WaitForSeconds(2.0f)); sounds [1].Play(); playerCamEffect.StartShake(0.1f, 3f); yield return(new WaitForSeconds(4.0f)); sounds [1].Stop(); } for (int i = 0; i < monsterActivatables.Length; i++) { monsterActivatables[i].SetActive(true); } for (int i = 0; i < sceneActivatables.Length; i++) { sceneActivatables [i].GetComponent <Activatable>().activate(); } }