//Sets the proper animation to use after a turn ends, and then decides whether to add banter on afterwards. //Gives the player more money if they run out. private IEnumerator React(blackjackUIScript.Result r) { TogglePointToDeck(); while (anim.isPlaying) { yield return(new WaitForSeconds(0.01f)); } switch (r) { case blackjackUIScript.Result.PlayerWins: anim.CrossFade("godBossSighAnimation"); break; case blackjackUIScript.Result.DealerWins: anim.CrossFade("godBossWinGestureAnimation"); break; case blackjackUIScript.Result.PlayerBlackjack: anim.CrossFade("godBossHeadInHandsAnimation"); break; case blackjackUIScript.Result.DealerBlackjack: if (player.GetInsurance()) { anim.CrossFade("godBossShrugAnimation"); } else { anim.CrossFade("godBossLaughAnimation"); } break; case blackjackUIScript.Result.BothHaveBlackjack: if (player.GetInsurance()) { anim.CrossFade("godBossSighAnimation"); } else { anim.CrossFade("godBossShrugAnimation"); } break; case blackjackUIScript.Result.PlayerBust: anim.CrossFade("godBossSnapAnimation"); break; case blackjackUIScript.Result.DealerBust: anim.CrossFade("godBossSlapHeadAnimation"); break; case blackjackUIScript.Result.Player5Cards: anim.CrossFade("godBossCollapseAnimation"); break; case blackjackUIScript.Result.Dealer5Cards: anim.CrossFade("godBossSpinHeadAnimation"); break; case blackjackUIScript.Result.Push: anim.CrossFade("godBossScratchChinAnimation"); break; } player.ToggleTableLean(); while (anim.isPlaying) { yield return(new WaitForSeconds(0.01f)); } StartCoroutine(player.EndHand(r)); yield return(new WaitForSeconds(1.0f)); float banterChance = Random.Range(0f, 1f); while (voice.isPlaying) { yield return(new WaitForSeconds(0.01f)); } if (UI.GetFunds() <= 0) { yield return(StartCoroutine(OutOfMoney())); } else if (banterChance > 0.5f) { yield return(StartCoroutine(SayBanter())); } results.SetButtons(true, player.GetBetAmount()); Idle(); }