void Update() { animator.SetBool("isAlive", alive); if (alive) { if (transform.position.y < LevelConfiguration.GetInstance().deathVerticalLevel) { hitPoints = 0; HandleDead(); } } }
void OnDead() { if (lives > 0) { // Respawn alive = true; hitPoints = maxHitpoints; rigidbody.velocity = Vector2.zero; transform.position = spawnPoint; } else { LevelConfiguration.GetInstance().OnGameOver(); } }