private void ChangeTutorialSequenceState(bool newState) { _tutorialSequenceIsActive = newState; _difficultyManagerScript.ChangeTutorialSequenceState(newState); if (!_tutorialSequenceIsActive) { //reset weapons, movement limits, etc. _playerScript.EndTutorial(); //also, reset all timers in spawn manager _previousWaveSpawnTime = Time.time; _previousHugeEnemySpawnTime = Time.time; _previousPosPowerupSpawnTime = Time.time; _previousPosPowerupSpawnTime = Time.time; } }