IEnumerator WaitToDie(float waitTime)
{
GameObject o = this.gameObject.transform.parent == null ? this.gameObject : this.gameObject.transform.parent.gameObject;
//Hide avatar sprite
Renderer renderer = o.GetComponentInChildren< Renderer >();
renderer.enabled = false;
if (remains != null) {
Instantiate (remains, new Vector3 (transform.position.x, transform.position.y, transform.position.z + 5), transform.rotation);
}
//Wait for destruction animation
yield return new WaitForSeconds(waitTime);
//Continue with after death scene
GameManager.Instance.ShowAchievementsUI();
StartCoroutine (SecondWait(0.5f));
}