private void Die() { StopCoroutine("IdleMovement"); StopCoroutine("ShootInIntervals"); transform.position = new Vector3(transform.position.x, transform.position.y, -1f); _dead = true; // ammo spawn percent // put down weapon _enemyWeapon.DropWeapon(); // remove children var children = new List <GameObject>(); foreach (Transform child in transform) { children.Add(child.gameObject); } children.ForEach(child => Destroy(child)); GetComponent <CircleCollider2D>().enabled = false; _animator.SetBool("Die", true); StopMovement(); _deathHandler(transform.position, _itemSpawnPercentage); }