private IEnumerator SlowDownEnemies()
    {
        onlySlowEnemies = true;
        GameStateManager.BeginMultiDecay();
        yield return(new WaitForSeconds(POWERUP_ENERGY_TIME));

        GameStateManager.RestoreMultiDecay();
        onlySlowEnemies = false;
    }
    void Update()
    {
        isDead = (currentHealth <= 0); // I've alwayds liked brackets for booleans
        if (!isDead)
        {
            if (Input.GetKey(KeyCode.Mouse0))
            {
                isFiring = true;
            }

            PointToMouse();
            bool noMeter     = playerStatus.IsOutOfEnergy();
            bool atMaxEnergy = playerStatus.IsAtMaxEnergy();
            if (Input.GetKeyDown(KeyCode.LeftShift) && !decaying && atMaxEnergy)
            {
                GameStateManager.BeginMultiDecay();
                decaying = true;
            }
            else if (noMeter && decaying)
            {
                GameStateManager.RestoreMultiDecay();
                decaying = false;
            }


            shovable = (GameStateManager.GetTimeMulti() <= GameStateManager.THRESHOLD && !noMeter);


            //Making sure the player health can't go above the max if they collected too many health ups or something
            if (currentHealth > maxHealth)
            {
                currentHealth = maxHealth;
            }
        }
        else
        {
            //this.gameObject.SetActive(false);
            rb.velocity = new Vector2(0, 0);
            GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 0.0f);
            SpriteRenderer[] childrenRenderers = GetComponentsInChildren <SpriteRenderer>();
            foreach (SpriteRenderer renderer in childrenRenderers)
            {
                renderer.color = new Color(1f, 1f, 1f, 0.0f);
            }
        }

        if (SpawnManager.enemyKilled)
        {
            score++;
            SpawnManager.enemyKilled = false;
        }
    }