private void Update() { if (!playerStatusVariables.isAdrenalineActive && !playerStatusVariables.isAdrenalineAfterEffectActive) { Destroy(gameObject); } else if (playerStatusVariables.isAdrenalineAfterEffectActive && !CoroutineManager.CheckIfCoroutineIsRunning("AdrenalineEffectCoroutine")) { Debug.Log("afterEffect"); AfterEffect(); } }