/// <summary>
    /// Checks if game should end, and if it should, if player's current
    /// game points are enough to replace it's highscore.
    /// </summary>
    private void CheckGameOver()
    {
        if (!playerPawn.GetWasHit())
        {
            return;
        }

        if (gamePoints > currentPlayer.GetComponent <PlayerData>().highScore)
        {
            currentPlayer.GetComponent <PlayerData>().highScore = gamePoints;
            DataManager.SavePlayerData(currentPlayer, DataManager.LoadPlayers().allPlayers);
        }

        foreach (Transform child in spawnPoint.transform)
        {
            Destroy(child.gameObject);
        }
        playerObject.SetActive(false);
        spawnPoint.SetActive(false);

        currentState = GameState.GameOver;
        mManagerInstance.ToggleGameOverPanel();
    }