/// <summary> /// Handles the death of the character. Starts the death sequence defined in DeathManager and respawns the player. /// </summary> void Die() { Debug.Log("Die!"); isDead = true; //Pause user input for arms while dead. armOne.Paused = true; armTwo.Paused = true; //Stop camera from following dead octo chunks followCamera.Follow = null; //Hide the player model hidePlayer.EnableRenderers(false); armRadius.enabled = false; //Start death sequence deathManager.Die(currentDeathType); //Start post-death coroutine waitForDeath = WaitForDeath(deathManager.RespawnTime); StartCoroutine(waitForDeath); }