private void TurnArrow() { if (timer.IsRunning) { redButton.interactable = false; buttonPressed.GetComponent <Button>().interactable = false; if (timer.Elapsed.Seconds < 1) { Vector3 nextRotation; GameObject currentArrow; for (int i = 0; i < boxesWithArrow.Count; i++) { currentArrow = boxesWithArrow [i].transform.GetChild(0).gameObject; // UnityEngine.Debug.Log (i); // UnityEngine.Debug.Log(rotationPoints [rotationIndex [i]]); UnityEngine.Debug.Log(rotationIndex.Count); if (rotationIndex [i] == -1) { rotationIndex [i] = 0; } nextRotation = new Vector3(0, 0, rotationPoints [rotationIndex [i]]); currentArrow.transform.rotation = Quaternion.Lerp(currentArrow.transform.rotation, Quaternion.Euler(nextRotation), 0.07f); } } else { timer.Stop(); redButton.interactable = true; buttonPressed.GetComponent <Button>().interactable = true; sound.StopMusic(); StartCoroutine("StopForSeconds"); } } else { if (timer.Elapsed.Seconds == 0) { timer.Start(); sound.ReStartMusic(); } } }