Controls stop when player respawns

Hi
I am working on a basic respawn which just moves the player when they meet the condition to die. The test cube re-appears as intended but for some reason the controls seem to suddenly stop when the cube re-positions itself to the co-ordinates stated.

Was just wondering if anyone had any ideas looking at my script what is causing this to occur. I am using states as I find them to be very useful in helping me organize my code blocks. Thankful for any help offered.

using UnityEngine;
using System.Collections;

public class Player2 : MonoBehaviour {
public enum State
{
Playing,
Dyng,
}
public static State currentState = State.Playing;
private Transform Player;
public static float playerSpeed;
public static float playerStrength;
public static bool hasDied = false;

// Use this for initialization
void Start () {
	Player = transform;
	Player.transform.position = new Vector3 (0, 1, 0);
	playerSpeed = 5.0f;
	playerStrength = 2.5f;

}

// Update is called once per frame
void Update () {
	if (currentState != State.Dyng) {
		Player.Translate (Vector3.right * playerSpeed * Input.GetAxis ("Horizontal") * Time.deltaTime);
		Player.Translate (Vector3.up * playerSpeed * Input.GetAxis ("Vertical") * Time.deltaTime);
			}
	if (newLiftMechanic.inContact) {//used to check if the player is touching an object that can be lifted
					playerSpeed = 0.0f;
			} else {
		playerSpeed = 5.0f;
			}
	if (hasDied) {
		StartCoroutine(Died());
			}
}
IEnumerator Died(){
	currentState = State.Dyng;
	renderer.enabled = false;
	Player.transform.position = new Vector3 (0, 1, 0);
	yield return new WaitForSeconds (0.5f);
	currentState = State.Playing;
	renderer.enabled = true;
			}

}

hmm…

try resetting your playerSpeed in your IEnumerator somewhere like:

currentState = State.Playing;
playerSpeed = 5.0f;
renderer.enabled = true;

see if that solves the problem.

also turn off the coroutine with:

hadDied = false;
StopCoroutine(died());

in your IEnumerator just after you enable the renderer.

hope this helps.