public void nextTurn() { if (spawn.canStart() && !this.turnActive) { Debug.Log("chegou"); Waves w = waveList[this.actualTurn]; StartCoroutine(showTextFuntion(w.quantity, w.type)); this.actualTurn++; room.hideSpots(); this.turnActive = true; this.pause = false; } else if (this.turnActive && !this.pause) { gamePause.SetActive(true); playPause.GetComponent <Image>().sprite = playImage; Time.timeScale = 0; this.pause = true; } else if (this.turnActive && this.pause) { Debug.Log("Despausando"); Time.timeScale = 1; this.pause = false; gamePause.SetActive(false); } else if (!spawn.canStart()) { blocked.SetActive(true); } }