void Die() { if (!isReady) { return; } Debug.Log("Death CS"); Instantiate(deathParticle, transform.position, Quaternion.identity); rigidbody2D.velocity = Vector2.zero; rigidbody2D.isKinematic = true; GameManager.Instance.PlaySoundDie(); sprite.SetActive(false); transform.position = spawner.GetRandomSpawnPoint(); playerController.enabled = false; camSmoothFollow.enabled = false; Invoke("Respawn", respawnTime); isReady = false; }