private void ResetTurnFunction() { ResetSimulation(); OrganSettlementManager MyMan = gameObject.GetComponent <OrganSettlementManager>(); List <GameObject> Obj2Unlist = new List <GameObject>(); foreach (GameObject orgObj in MyMan.GetInstantiatedOrgans()) { Organ org = orgObj.GetComponent <Organ>(); org.OnResetTurn(); if (org.GetBuildTurn() == roundCount) { Refund(org.resourcesType); LineDrawer.ClearOrganRelations(org.GetBuildTurn()); Obj2Unlist.Add(orgObj); Destroy(orgObj); } else { org.OnSimulateReward(); } } foreach (GameObject orgObj in Obj2Unlist) { MyMan.GetInstantiatedOrgans().Remove(orgObj); } MyMan.OnResetTurn(); }