public void DestroyShield() { if (!shieldDestroyed) { Instantiate(destroyShieldParticles, transform.position, Quaternion.identity); FMODUnity.RuntimeManager.PlayOneShot(downShield); } if (actualBlinking != null) { StopCoroutine(actualBlinking); } actualBlinking = gameUtilities.Blink(playerModel, timeBetweenBlinking, blinkingTime); StartCoroutine(actualBlinking); // StartCoroutine(gameUtilities.ShakeObject(shakePortraitTime, playerController.uiPanel.transform, shakePortraitForce)); actualHealth = 0; shieldDestroyed = true; shieldMesh.enabled = false; }