void Update()
 {
     levelTransitionManager = FindObjectOfType <LevelTransitionManager>();
     if (playerCurrentHealth <= 0 && !gameOverScreenLoaded)
     {
         gameOverScreenLoaded = true;
         characterSelector.SetCharacterActive(false);
         characterSelector.TurnOffCanvas();
         gameObject.GetComponent <PlayerController>().enabled = false; //not a clean way of disabling the player once dead, but works for now
         gameObject.GetComponent <BoxCollider2D>().enabled    = false;
         gameObject.GetComponent <SpriteRenderer>().enabled   = false;
         transform.Find("Weapon").gameObject.SetActive(false);
         StartCoroutine(DeathTime());
     }
 }