void GameOverHandler(bool success) { StopAllCoroutines(); levelStats.SetTimer(Mathf.Clamp(levelTimer.GetTimer(), 0, levelTimer.GetTimer())); if (success) { levelStats.UpdatePlayerTime(levelTimer.GetPlayerTime()); feedbackManager.TriggerSuccessPanel(levelStats, ScenesManager.Instance.GetPlayerTime(levelStats.levelName, levelStats.difficulty)); ScenesManager.Instance.SaveLevelData(levelStats); } else { feedbackManager.TriggerFailPanel(levelStats); } lightController.SetTargetIntensity(0); StartCoroutine(GameOver()); }