Added basic logic to minigame, functional flashing by coroutine, Changes mainly in code

This commit is contained in:
2026-05-20 22:22:09 +02:00
parent 9455cdb4e6
commit 3060c3965a
3 changed files with 97 additions and 0 deletions

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round: 5
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@@ -0,0 +1,41 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ButtonsMinigame : MonoBehaviour
{
public Light[] lights;
public int round = 1;
public float glowDuration = 0.4f;
public float gapBetween = 0.15f;
private List<int> sequence = new List<int>();
void Generatesequence()
{
sequence.Clear();
for (int i = 0; i < round; i++)
{
int randomButton = Random.Range(0,5);
sequence.Add(randomButton);
}
}
IEnumerator Playsequence()
{
for (int i = 0; i < sequence.Count; i++)
{
int buttonIndex = sequence[i];
lights[buttonIndex].gameObject.SetActive(true);
yield return new WaitForSeconds (glowDuration);
lights[buttonIndex].gameObject.SetActive(false);
yield return new WaitForSeconds (gapBetween);
}
}
void Start()
{
Generatesequence();
StartCoroutine(Playsequence());
}
}

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