void ExecuteTransform() { _settings.activedSlowUpMove = false; _settings.ActiveSlowUpMove(false); var ins = Instantiate <TheDaystarTransform> (_theDaystarTransformPrefab, transform.position, Quaternion.identity); ins.permanent = _permanent; gameObject.SetActive(false); }
public IEnumerator Comeback() { StartCoroutine(MoveToThatPosition()); for (var i = 0; i < _appearances.Length; i++) { _display.sprite = _appearances[i]; yield return(new WaitForSeconds(.25f)); } _blastLightDisplay.enabled = false; // yield return StartCoroutine (MoveToThatPosition ()); DaystarRestore(); _settings.ActiveSlowUpMove(true); if (_theHouse.sheep <= 0) { _settings.GameOver(); } }