public IEnumerator NextBeam(TriggerdObjects beam) { yield return(new WaitForSeconds(time)); beam.TriggerFunctionality(); beamsLeft -= 1; if (beamsLeft == 0) { time = 0; } }
//checks if puzzle is complete/correct public void PuzzleCheck() { returnBool = true; foreach (bool b in finishedParts) { //if any are incorrect it turns the bool false if (b == false) { returnBool = false; break; } } //if the bool is false it triggers the trap otherwhise it send a message to the manager to then trigger a door to open if (returnBool == false) { trap.TriggerFunctionality(); } print(returnBool); puzzleManager.done = returnBool; }