public override IEnumerator End( ) { ready = false; G.I.timescale = 0.8f; G.I.StopCoroutine(fireTick); yield return(new WaitForSeconds(0.15f)); yield return(new WaitForSeconds(1)); yield return(new WaitForFixedUpdate()); updateEntities = false; updateSprites = false; doors.Activate(); yield return(new WaitForSeconds(3)); G.I.StartCoroutine(Start()); }
public override IEnumerator End( ) { // ? G.I.StopCoroutine(fireTick); doors.Activate(); yield return(new WaitForSeconds(4f)); G.I.NextGameState(new GS_PreGame()); }
public override IEnumerator End( ) { // ? G.I.StopCoroutine(fireTick); doors.Activate(); yield return(new WaitForSeconds(4f)); var p = G.I.players; p.PlayerJoined -= playerJoined; p.PlayerLeft -= playerLeft; yield return(new WaitForEndOfFrame()); G.I.NextGameState(new GS_Game()); }