private void Dying() { GameObject bang = Instantiate(_explosion, transform.position, Quaternion.identity); Destroy(bang, 1f); AudioSource.PlayClipAtPoint(_deathSFX, Camera.main.transform.position, _deathSoundVolume); _livesManager.numOfLives--; _livesManager.DisplayLives(_livesManager.numOfLives); if (_livesManager.numOfLives == 0) { Destroy(gameObject); _sceneLoader.LoadGameOverScene(); } else { StartCoroutine(Respawning()); } }