void Update() { levelTransitionManager = FindObjectOfType <LevelTransitionManager>(); if (playerCurrentHealth <= 0 && !gameOverScreenLoaded) { gameOverScreenLoaded = true; characterSelector.SetCharacterActive(false); characterSelector.TurnOffCanvas(); gameObject.GetComponent <PlayerController>().enabled = false; //not a clean way of disabling the player once dead, but works for now gameObject.GetComponent <BoxCollider2D>().enabled = false; gameObject.GetComponent <SpriteRenderer>().enabled = false; transform.Find("Weapon").gameObject.SetActive(false); StartCoroutine(DeathTime()); } }