void OnEnterDeathZone() { deathZoneSource.Play(); levelGenerator.Player.transform.position = levelGenerator.PlayerStartPosition; levelGenerator.Player.GetComponent<Rigidbody2D>().angularVelocity = 0.0f; levelGenerator.Player.GetComponent<Rigidbody2D>().velocity = Vector2.zero; // Sigh, i really should move to an event system to prevent all this spaghetti if (DestroyTracksOnDeath) { swipeController.DecayAll(); } coinScore = 1; }