private IEnumerator patientClock() { yield return(new WaitForSeconds(1)); currentPatientLevel--; Debug.Log($"Patient Level: { currentPatientLevel }"); float fillAmount = ((float)currentPatientLevel / patientLevel); patientLevelProgress.fillAmount = fillAmount; patientLevelBG.color = Color.Lerp(PATIENT_LOW_COLOR, PATIENT_HIGH_COLOR, fillAmount); if (currentPatientLevel != 0) { StartCoroutine(patientClock()); } if (currentPatientLevel == 0) { AllowedToEntry(false); gameplayController.AddPenalty(); } }