private bool CheckDeathObstaclesEnemies() { var obj = LevelState.instance.CheckIntersect(representation, ObjectKind.Obstacle | ObjectKind.Enemy, -obstacleCollisionTolerance); if (obj == null) { return(false); } PlayerDeath playerDeath = GetComponent <PlayerDeath>(); if (obj.kind == ObjectKind.Enemy) { playerDeath.DeathEnemy(); } else if (obj.kind == ObjectKind.Obstacle) { // Obstacles behind the player don't count. if (obj.location.bounds.middle < positionOnLane) { return(false); } playerDeath.DeathObstacle(); } return(true); }