void onFakeStrike() { FakeStatusLight.FlashStrikeFixed(currentStatusLightState); if (_isDeact) { FakeStatusLight.HandleStrike(); Debug.LogFormat("[Nomai #{0}] Real strike! Module will regenerate.", _moduleId); StopCoroutine("timer"); StopCoroutine(reset(false)); Destroy(sun); _isSolved = false; _isResetting = false; _isSixth = false; _isDeact = false; _willDeact = false; _deactAnnounce = false; timeEvents = new ArrayList(); timeEventsTimes = new ArrayList(); previous3 = new Action[3]; colorActionsMain = new int[7]; colorActionsLight = new int[7]; case1 = null; barColor = 0; bar.material = barMats[0]; Init(); planetsOrder = new int[] { 0, 1, 2, 3, 4, 5 }; reRender(); StartCoroutine("timer"); return; } _isResetting = true; StopCoroutine("timer"); StartCoroutine(reset(timeRatio * 80f)); Debug.LogFormat("[Nomai #{0}] Fake strike! Module is not interactable until next loop.", _moduleId); }