void AlreadyInRespawnCannon() { DieEvent.ReactivateCollider(); switch (cannonTriggered.GetComponent <CannonParent>().cannonType) { case CannonType.staticCannon: StartCoroutine(cannonTriggered.GetComponent <StaticCannon>().Wick()); break; case CannonType.targetCannon: StartCoroutine(cannonTriggered.GetComponent <HAndV>().Move()); StartCoroutine(cannonTriggered.GetComponent <HAndV>().Wick()); break; case CannonType.rotatingCannon: StartCoroutine(cannonTriggered.GetComponent <RotatingCannon>().CannonRotate()); StartCoroutine(cannonTriggered.GetComponent <RotatingCannon>().Wick()); break; } revive = false; }