void Refresh() { _worldEntity.CollidingType = EntityCollidingType.Pushable; onMergingStar = false; oneEnteredMergingStar = false; _worldEntity.DestroyVisual(); _worldEntity.isSpriteSet = false; //StartCoroutine(WaitForSetDistance()); ExitIdle(); _worldEntity.Refresh(); isStuck = false; characterInMoving = false; }