/*Countdown Cherry Bomb UI by calling CherryTimer * Countdown for number timer * Resets after each round by calling CHerryTimer Reset */ public IEnumerator StartCountdown() { timeLeft++; numTime.text = "10"; numTime.enabled = true; while (timeLeft > 1) { yield return(new WaitForSeconds(1.0f)); timeLeft--; CherryTimer(); numTime.text = (timeLeft - 1).ToString(); if (numTime.text == "0") { numTime.enabled = false; } } Explode(); //Wait time (can be changed if you want) to show scores etc then resets yield return(new WaitForSeconds(0.8f)); teamLeft = 0; mtc.setState(2); round++; UpdateTeamMembers(); UpdateTeamRemain(); yield return(new WaitForSeconds(0.8f)); foreach (GameObject child in team) { //Debug.Log(child.transform.childCount); if (child.transform.childCount != 0) { teamLeft++; TeamController teamController = child.GetComponent <TeamController>(); teamController.DestroyAllChildren(); } } yield return(new WaitForSeconds(0.8f)); UpdateLeader(); timeLeft = 10; CherryTimerReset(); if (teamLeft <= 3) { SceneManager.LoadScene(thisScene); } else { InitialGame(); } StartCoroutine(StartCountdown()); }