IEnumerator deathAnimation() { canMove = false; this.gameObject.layer = 13; // layer 13 representa a layer de inimigos, ela nao colide com outros inimigos if (lookLeft) { playerRb.AddForce(new Vector2(250, 0)); } else { playerRb.AddForce(new Vector2(-250, 0)); } yield return(new WaitForSeconds(0.2f)); playerRb.constraints = RigidbodyConstraints2D.FreezeAll; playerAnimator.SetTrigger("hit"); yield return(new WaitForSeconds(0.5f)); GameObject fxDie = Instantiate(fxDeath, playerRb.position, transform.localRotation); //Destroy(this.gameObject); this.gameObject.GetComponent <Renderer>().enabled = false; yield return(new WaitForSeconds(0.5f)); pauseScript.callGameOver(); }