void Update() { //if we've reached the level bottom by breaking through the gates if (player != null && player.position.y < lowestPoint && !done) { done = true; camMovement.yOffset = 2; gameOver.SetTrigger("Show"); //show diamond count and save the new diamonds int score = manager.GetScore(); gameOverDiamonds.text = "+" + score; PlayerPrefs.SetInt("Diamonds", PlayerPrefs.GetInt("Diamonds") + score); diamondsAnim.SetTrigger("Show"); //unlock next level PlayerPrefs.SetInt("Level", PlayerPrefs.GetInt("Level") + 1); //show confetti FinishLine finish = GameObject.FindObjectOfType <FinishLine>(); StartCoroutine(finish.Confetti()); //disable the game panel and play some sound manager.gameOver = true; manager.gamePanel.SetBool("Show", false); manager.win.Play(); //if the powerup was active, deactivate it Player player = GameObject.FindObjectOfType <Player>(); Powerup powerup = GameObject.FindObjectOfType <Powerup>(); if (player.bullet) { powerup.DisableBullet(); } } }