public void Hit(int damage) { if (isDead) { return; } DisableMovement = true; StartCoroutine(Reactivate()); ppAnimator.PlayerAttacked(); SoundSystem.Play("enemy collision", 1, enemyColVol); TrackingCamera.ShakeIt(0.5f, 0.5f); health -= damage; if (!SoundSystem.IsPlaying("breathing") && health > 0) { SoundSystem.Play("breathing", 1, 0.25f); playedBreathingStops = false; } hitTime = Time.time; spriteRenderer.sprite = woundedSprite; if (health <= 0) { Die(); } }