/// <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(); }