public override void StartDeathSequence(PlayerDeathSequence deathSequence, SequencedPlayer.PlayerSequenceCompleteCallback sequenceCompleteCallback)
        {
            _playerController.LevelInProgress = false;
            _pushScrollTrackerController.Deactivate();

            base.StartDeathSequence(deathSequence, sequenceCompleteCallback);
        }
 private void TriggerDeathSequence(PlayerDeathSequence sequenceToRun)
 {
     _lockMovement = true;
     SequenceController.DeathSequence = sequenceToRun;
     CurrentGame.GameData.Energy = 0;
 }