private IEnumerator rotateAll(ELayer aLayer, bool clockwise) { layerRotate.RotateLayer(aLayer, clockwise); for (int i = 0; i < outerActualCubes.Length; i++) { outerActualCubes[i].GetComponent <LayerRotate>().RotateLayer(aLayer, clockwise); } textMeshPro.incCounter(); yield return(new WaitForSeconds(0.7f)); }
void rotateAll(ELayer aLayer, bool clockwise) { // Only increment if it is the first rotation attempt out of one single swipe. if (!layerRotate.getRotatingBool()) { incMoveCounter(); layerRotate.RotateLayer(aLayer, clockwise); // Note: I failed to add working delay in time. Look into adding this delay below. //yield return StartCoroutine(addDelay()); for (int i = 0; i < actualCubesOuter.Length; i++) { // Bool manipulation: Allows synced rotation even if user is holding down side cube. actualCubesOuter[i].GetComponent <LayerRotate>().setMasterRotating(true); actualCubesOuter[i].GetComponent <LayerRotate>().RotateLayer(aLayer, clockwise); actualCubesOuter[i].GetComponent <LayerRotate>().setMasterRotating(false); } } }