public override IEnumerator Start( ) { var p = G.I.players; p.ClearPlayers(); p.PlayerJoined += playerJoined; p.PlayerLeft += playerLeft; fireTick = G.I.StartCoroutine(fire.Tick()); doors.Goto(400); yield return(new WaitForEndOfFrame()); }
public override IEnumerator Start( ) { foreach (var ply in G.I.players.players) { if (ply.score >= GS_Game.SCORE) { winner = ply.id; break; } } G.I.players.ClearPlayers(); fireTick = G.I.StartCoroutine(fire.Tick()); timer = END_TIMER; yield return(new WaitForSeconds(1)); doors.Goto(400); yield return(new WaitForEndOfFrame()); }
public override IEnumerator Start( ) { ready = false; updateSprites = true; fireTick = G.I.StartCoroutine(fire.Tick()); updateEntities = true; G.I.timescale = 1f; NewRound(); yield return(new WaitForFixedUpdate()); updateEntities = false; yield return(new WaitForSeconds(1)); doIntro = true; introTimer = 1.8f; doors.Goto(400); yield return(new WaitForSeconds(1.5f)); updateEntities = true; ready = true; yield return(new WaitForSeconds(0.5f)); doIntro = false; }