void resetTheLevel() { triggerLevelStarted = false; levelStarted = false; if (gameOver) { uim.hideState(UISTATE.SPOT); } if (clear) { uim.hideState(UISTATE.CLEAR); } clear = false; gameOver = false; time = 0f; dl.resetTheLevel(); thePlayer.GetComponent <Player>().resetPlayer(); thePlayer.SetActive(false); desactiveAllDeathPlayer(); InputManager.instance.clear(); for (int i = 0; i < playerDeath.transform.childCount; i++) { playerDeath.transform.GetChild(i).gameObject.SetActive(false); } particleOutro.SetActive(false); }