//when health goes below a limit check for death and trigger events correlating public void CheckDeath() { if (health <= 0) { anim.SetTrigger("Death"); EnemyAudioDeath.Play(); DeathGlow.SetActive(true); pos = new Vector3(xPosition, y, z); //_timerToAttack = 3.5f; Destroy(EnemyS, 3f); //Check this tomorrow if (_timerToSpawn > 0f) { _canSpawn = false; _timerToSpawn -= _time * Time.deltaTime; } else { _canSpawn = true; _timerToSpawn = 5f; } if (_canSpawn == true) { if (OnEnemyKilled != null) { OnEnemyKilled(); } RoundMan.KilledEnemy(); RoundMan.CheckRound(); } } }