public override void noHealth() { print("Player is dead!"); DisableEnemyAI(); isDead = true; inputDisabled = true; //invulnerableTime = 0; //invulnerable = false; currentState = new IdleState(this); transform.position = new Vector3(transform.position.x, transform.position.y - 6.65f); transform.Rotate(0, 0, 90); GetComponent <Rigidbody2D>().velocity = Vector2.zero; GetComponent <Rigidbody2D>().angularVelocity = 0; foreach (GameObject bullet in GameObject.FindGameObjectsWithTag("Fire")) { Physics2D.IgnoreCollision(bullet.GetComponent <BoxCollider2D>(), GetComponent <BoxCollider2D>()); } menu.GameOverPause(); }