void Update() { if (!timeSystem.IsGameover()) { for (int i = 0; i < needs.Count; i++) { if (i == focussedNeedIdx) { needs[i] -= focussedNeedLossSpeed * Time.deltaTime; } else { needs[i] -= generalNeedLossSpeed * Time.deltaTime; } needs[i] = Mathf.Clamp01(needs[i]); if (needs[i] == 0.0f) { StartCoroutine(timeSystem.EndGame(gameoverFailureScene)); } } } }