void OnDeath(LogicArg arg) { // TODO : remake the on death if (deathPrefab != null) { GameObject deathObj = Instantiate(deathPrefab) as GameObject; Death death = deathObj.GetComponent <Death> (); death.InitDeath(LogicManager.MainCharacter.transform.position); if (BlurEffect != null) { BlurEffect.enabled = false; } if (waterDropEffect != null) { waterDropEffect.enabled = false; } } }