IEnumerator Phase4() { print("PHASE 4"); float SV = 57.88f; MusicController.control.SkipToPoint(SV); Spawner3.RotateAroundPoint(57.88f - SV, null, null, new Vector2(0, 0), 3.5f, 2.5f, 0.75f, 270, true); Spawner3.RotateDegrees(57.88f - SV, null, 0, 30); Spawner4.RotateAroundPoint(57.88f - SV, null, null, new Vector2(0, 0), 3.5f, 2.5f, 0.75f, 90, true); Spawner4.RotateDegrees(57.88f - SV, null, 0, 30); Spawner3.Shoot_AtTarget(63.78f - SV, null, new Vector2(-4, 3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(63.78f - SV, null, new Vector2(-4, -3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(63.78f - SV, null, new Vector2(4, 3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(63.78f - SV, null, new Vector2(4, -3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(70.67f - SV, null, new Vector2(-4, 3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(70.67f - SV, null, new Vector2(-4, -3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(70.67f - SV, null, new Vector2(4, 3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(70.67f - SV, null, new Vector2(4, -3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(77.19f - SV, null, new Vector2(-4, 3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(77.19f - SV, null, new Vector2(-4, -3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(77.19f - SV, null, new Vector2(4, 3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(77.19f - SV, null, new Vector2(4, -3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 4, 0, 4); Spawner3.Shoot_AtTarget(84.14f - SV, null, new Vector2(-4, 3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 6, 0, 4); Spawner3.Shoot_AtTarget(84.14f - SV, null, new Vector2(-4, -3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 6, 0, 4); Spawner3.Shoot_AtTarget(84.14f - SV, null, new Vector2(4, 3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 6, 0, 4); Spawner3.Shoot_AtTarget(84.14f - SV, null, new Vector2(4, -3), PlayersGameObject(), new Vector2(0, 0), 0, 1, 6, 0, 4); Spawner3.Stop_RotateAround(82.95f - SV); Spawner4.Stop_RotateAround(82.95f - SV); Spawner3.Stop_ForeverRotate(82.92f - SV); Spawner4.Stop_ForeverRotate(82.92f - SV); Spawner3.BreakRandomly_Children(82.95f - SV, 0, 1); Spawner4.BreakRandomly_Children(82.95f - SV, 0, 1); Spawner3.ChangeAlpha_Children(82.95f - SV, 0.0f, 0, 1); Spawner4.ChangeAlpha_Children(82.95f - SV, 0.0f, 0, 1); Spawner3.Destroy_Children(83.95f - SV, 0); Spawner4.Destroy_Children(83.95f - SV, 0); Spawner1.Shoot_CircleBurst(85.13f - SV, null, new Vector3(-1, 1), 15, 2, 3); Spawner2.Shoot_CircleBurst(86.00f - SV, null, new Vector3(1, 1), 15, 2, 3); Spawner1.Shoot_CircleBurst(87.42f - SV, null, new Vector3(0, 0), 15, 1.5f, 3); Spawner2.Shoot_CircleBurst(87.42f - SV, null, new Vector3(0, 0), 15, 2, 3); yield return(new WaitForSeconds(88.1f - SV)); ResetObjectSpawner(Spawner3); ResetObjectSpawner(Spawner4); yield return(null); }