public void Release(BarricadeGroup[] barricadeGroups) { Time.timeScale = 0f; this.barricadeGroups = barricadeGroups; cameraTrack.DisableTracking(); nextIndex = 0; onDeckIndex = 0; lockInState = LockInState.RELEASING; }
private IEnumerator EndLockInRelease() { yield return(new WaitForSecondsRealtime(lingerSecs)); cameraTrack.EnableTracking(); barricadeGroups = null; lockInState = LockInState.NONE; nextIndex = -1; onDeckIndex = -1; Time.timeScale = 1f; }
private IEnumerator EndLockIn() { yield return(new WaitForSecondsRealtime(lingerSecs)); cameraTrack.EnableTracking(); barricadeGroups = null; lockInState = LockInState.NONE; nextIndex = -1; onDeckIndex = -1; Time.timeScale = 1f; if (OnLockInCompletedEvent != null) { OnLockInCompletedEvent(); } }