private void GivePointsToPlayer(float pPointsToGive)
    {
        if (pPointsToGive < 0)
        {
            LevelManager?.AddDeath();
        }
        else if (pPointsToGive > 0)
        {
            LevelManager?.AddHealed();
        }

        LevelManager?.AddPoints((int)pPointsToGive);
        AilmentUI.CreateScorePopUpText((int)pPointsToGive);
        StartCoroutine(PointsUIManager.UpdateUI((int)pPointsToGive));
    }
    public void Death()
    {
        PlayDeathParticles();
        FindObjectOfType <PlayerActionController>().StopAction(GetComponent <AilmentController>());
        var ailmentController = GetComponent <AilmentController>();

        ailmentController.StopEmmittingOngoing();
        ailmentController.IsActionActive = false;
        IsDead = true;
        LevelManager?.AddDeath();
        //LevelManager?.AddPoints(-(ailmentConfig.PointsWhenHealed));
        //AilmentUIController.CreateScorePopUpText(-(ailmentConfig.PointsWhenHealed));
        ailmentController.PlayDeathClothSound();
        MovementController.GetOutOfBed();
        StretchersController.IsDead       = true;
        StretchersController.OnStretchers = true;

        if (LevelManager.TimeOver)
        {
            LevelManager.CheckIfAllPatientsAreDone();
        }
    }