}//end RoundStarting() private IEnumerator RoundPlaying() { //get rid of meesages tutorialCompletionMessage.SetActive(false); nextRoundMessage.SetActive(false); //disable countdown object so it can play again before next round starts //countdownSFX. //enable BG music if(!bgMusic.isPlaying) bgMusic.Play(); //enable shooting playerManager.CanShoot = true; snakeReference.CanSlither = true; //enable scoring??? //check if player did well enough if(isGameOver == true) { _GameState = GameStates.GameOver; InputManager.Instance.OverrideFocusedObject = null; Timer.instance.timerStates = Timer.TimerStates.Pause; snakeReference.Pause(); snakeReference.KillSnake(); GameObject[] leftOverSnakeBits; leftOverSnakeBits = GameObject.FindGameObjectsWithTag("Predators"); foreach (GameObject go in leftOverSnakeBits) { Destroy(go); } foodManager.ClearAllForRoundReset(true); playerManager.CanShoot = false; afterActionReport.SetActive(true); CM.SendScoreToServerLeaderBoard(); afterActionReport.transform.Find("PlayerName").GetComponent<TextMesh>().text = CM.playername;// here? bgMusic.Stop(); menuMusic.Play(); } if(isRoundOver == true) { _GameState = GameStates.RoundEnd; } yield return null; }//end RoundStarting()