using UnityEngine; using System.Collections; using System.Collections.Generic; public enum GameState { Idle, ShowingSequance, PlayerTurn, GameOver } public class ButtonsMinigame : MonoBehaviour { public Light[] lights; public int round = 1; public float glowDuration = 0.4f; public float gapBetween = 0.15f; private int playerStep = 0; private GameState state = GameState.Idle; private List sequence = new List(); 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()); } void SetState(GameState newState) { state = newState; } public void OnButtonClicked(int buttonIndex) { Debug.Log("Clicked : " + buttonIndex); } }