private void Die() { timeDistortion = 1f; scoreMultiplier = 1f; Time.timeScale = 1f; isDead = true; directionArrow.gameObject.SetActive(false); movementManager.DisableMovement(); Instantiate(deathEffect, transform.position, transform.rotation); gameObject.GetComponent <SphereCollider>().enabled = false; if (aspect != null) { aspect.GetComponent <MeshRenderer>().enabled = false; } ParticleSystem[] effects = skillManager.skillSpawn.GetComponentsInChildren <ParticleSystem>(); int length = effects.Length; for (int i = 0; i < length; i++) { Destroy(effects[i].gameObject); } dangerZoneCount = 0; gravityFieldsGens.Clear(); if (level.category == Level.LevelCategory.ENDLESS) { BroadcastStats(); } gameMode.EndSession(); }