public void InDanger(bool status, How2Die cause)
 {
     //inDanger = status;
     //dangerCause = cause;
     //if (inDanger) {
     //    AudioManager.I.PlaySfx(Sfx.DangerClock);
     //} else {
     //    AudioManager.I.StopSfx(Sfx.DangerClock);
     //}
 }
        public void RoundLost(How2Die how)
        {
            if (currentState != DontWakeUpMinigameState.RoundEnd)
            {
                currentState = DontWakeUpMinigameState.RoundEnd;
                resetDanger();
                myLetter.SetActive(false);

                AudioManager.I.StopSfx(Sfx.DangerClock);
                AudioManager.I.PlaySfx(Sfx.Lose);

                if (LivesLeft > 0)
                {
                    LivesLeft = LivesLeft - 1;
                    UpdateLivesContainer();
                }

                Instantiate(ExplosionParticles, myLetter.transform.position, Quaternion.identity);

                switch (how)
                {
                case How2Die.TouchedAlarm:
                    currentLevelController.DoAlarmEverything();
                    AnturaHasWokenUp();
                    Invoke("RoundLostAlarmsFinished", 2);
                    break;

                case How2Die.TouchedDog:
                    AnturaHasWokenUp();
                    CameraGameplayController.I.MoveToPosition(CameraWakeUpAntura.transform.position, CameraWakeUpAntura.transform.rotation);
                    Invoke("RoundLostTouchedDogFinished", 3);
                    break;

                case How2Die.TooFast:
                    Invoke("RoundLostTooFastFinished", 2);
                    break;

                case How2Die.Fall:
                    Invoke("RoundLostFallFinished", 1);
                    break;
                }
            }
        }