private void EndChangingPhase() { int healIndex = playerOneOnBike ? 0 : 1; int cdIndex = playerOneOnBike ? 1 : 0; int healScore = qtes[healIndex].End(); GameObject.Find("Bike").GetComponent <Stats>().Heal(qteScoreToHealth.Evaluate((float)healScore)); int cdScore = qtes[cdIndex].End(); PlayerStats stats = players[healIndex].GetComponent <PlayerStats>(); stats.SetTotalQTE(healScore); stats = players[cdIndex].GetComponent <PlayerStats>(); stats.AddCdReduction(qteScoreCooldownReduction.Evaluate((float)cdScore)); stats.SetTotalQTE(cdScore); isChangingPhase = false; if (!initing) { SlowMoManager.Instance.SetSlowMo(1); SpawnSplashText.Instance.Spawn("Bike repaired! " + healScore + " hits!", qtes[healIndex].transform.position); SpawnSplashText.Instance.Spawn("Cooldowns reduced! " + cdScore + " hits!", qtes[cdIndex].transform.position); } if (playerOneOnBike) { players[0].SetOnBike(); players[1].SetInTruck(); } else { players[0].SetInTruck(); players[1].SetOnBike(); } initing = false; }