protected override IEnumerator _Tutorial() { Setup(); MicroMixFinger finger = MicroMixManager.Instance.finger; TimeItem time = GetComponentInChildren <TimeItem>(); Vector3 offset = Vector3.up * .5f; finger.transform.position = time.transform.position + offset; //Set up the finger and the sky... while (angle > 255) //Position ourselves in the first clock { yield return(0); } paused = true; finger.gameObject.SetActive(true); yield return(MicroMixManager.Instance.WaitSecondsPause(.3f)); //Position finger on button and wait time.ShrinkDown(); yield return(finger.MoveTo(time.transform.position + offset, time.transform.position, delay: 0f, time: .15f)); //Now press it yield return(finger.MoveTo(time.transform.position, time.transform.position + offset, delay: 0f, time: .15f)); paused = false; finger.gameObject.SetActive(false); time.clock1.SetActive(false); //Remove the clock and us while (angle > 106) //Position ourselves in the first clock { yield return(0); } paused = true; finger.gameObject.SetActive(true); yield return(MicroMixManager.Instance.WaitSecondsPause(.3f)); //Give a visual cue we will press time.ShrinkDown(); yield return(finger.MoveTo(time.transform.position + offset, time.transform.position, delay: 0f, time: .15f)); //Now press it again yield return(finger.MoveTo(time.transform.position, time.transform.position + offset, delay: 0f, time: .15f)); paused = false; finger.gameObject.SetActive(false); // Remove the clocks etc. time.clock2.SetActive(false); yield return(MicroMixManager.Instance.WaitSecondsPause(.4f)); //Let the sun go beyond horizon }