/// <summary>
    /// This Method is very similar to PlayerDeath, except that it doesn't reload the level.  In earlier designs the level just reloaded when you died, and then
    /// later the endGameCanvas was added.
    /// </summary>
    public void PlayerDeathEffectsOnly()
    {
        //Call chromatic abberation Method on ChromAbb script on MainCam
        chromo.StartAbberation();

        //Call camera shake Method on camera shake script on MainCam
        shake.StartShake();

        //if there is a death-clip then play sound
        if (deathSound)
        {
            AudioSource.PlayClipAtPoint(deathSound, transform.position, localSoundVolume * 2f);
        }
        //Spawn the exploding balls particle system
        Instantiate(deathParticles, transform.position, transform.rotation);
        //spawn the bright white flash plane
        Instantiate(flashObject, transform.position + new Vector3(0, 7f, 0), transform.rotation);
        //disable gameobject
        gameObject.SetActive(false);
        //player dead equals true
        isPlayerDead = true;
    }
    public void PlayerDeathEffectsOnly()
    {
        chromo.StartAbberation();
        shake.StartShake();

        if (deathSound)
        {
            AudioSource.PlayClipAtPoint(deathSound, transform.position, localSoundVolume * 2f);
        }

        Instantiate(deathParticles, transform.position, transform.rotation);
        Instantiate(flashObject, transform.position + new Vector3(0, 7f, 0), transform.rotation);
        gameObject.SetActive(false);
        isPlayerDead = true;
    }