private void DeathSequence() { _UI_Manager.GameOverSequence(); _spawnManager.OnPlayerDeath(); GameObject newExplosion = Instantiate(_explosion); newExplosion.transform.position = this.transform.position; newExplosion.GetComponent <AudioSource>().Play(); gameObject.GetComponent <SpriteRenderer>().enabled = false; _rightDamage.SetActive(false); _leftDamage.SetActive(false); _thruster.SetActive(false); Destroy(gameObject); }