private void DieAction(PlayerFSM player) { float direction = -player.lookingDirection; player.rb.velocity = new Vector3(direction * 3f, 6f, 0); player.rb.constraints = RigidbodyConstraints2D.None; player.rb.angularVelocity = direction * -40f; player.rb.gravityScale = 2f; player.GetComponent <Collider2D>().enabled = false; }