public void Hit(int damage)
 {
     if (isDead)
     {
         return;
     }
     DisableMovement = true;
     StartCoroutine(Reactivate());
     ppAnimator.PlayerAttacked();
     SoundSystem.Play("enemy collision", 1, enemyColVol);
     TrackingCamera.ShakeIt(0.5f, 0.5f);
     health -= damage;
     if (!SoundSystem.IsPlaying("breathing") && health > 0)
     {
         SoundSystem.Play("breathing", 1, 0.25f);
         playedBreathingStops = false;
     }
     hitTime = Time.time;
     spriteRenderer.sprite = woundedSprite;
     if (health <= 0)
     {
         Die();
     }
 }