why death particle does not play after enemy death?

using UnityEngine;

namespace CompleteProject
{
public class EnemyHealth : MonoBehaviour
{
public int startingHealth = 100;
public int currentHealth;
public float sinkSpeed = 2.5f;
public int scoreValue = 10;
public AudioClip deathClip;
public ParticleSystem hitParticles = null;
public ParticleSystem deathParticles = null;

    Animator anim;
    AudioSource enemyAudio;

    CapsuleCollider capsuleCollider;
    bool isDead;
    bool isSinking;

    void Awake()
    {
        anim = GetComponent<Animator>();
        enemyAudio = GetComponent<AudioSource>();
        hitParticles = GetComponentInChildren<ParticleSystem>();
        deathParticles = GetComponentInChildren<ParticleSystem>();
        capsuleCollider = GetComponent<CapsuleCollider>();

        currentHealth = startingHealth;
    }

    void Update()
    {
        if (isSinking)
        {
            transform.Translate(-Vector3.up * sinkSpeed * Time.deltaTime);
        }
    }

    public void TakeDamage(int amount, Vector3 hitPoint)
    {
        if (isDead)
            return;

        enemyAudio.Play();

        currentHealth -= amount;

        hitParticles.transform.position = hitPoint;
        hitParticles.Play();

        if (currentHealth <= 0)
        {
            Death();
        }
    }

    void Death()
    {
        isDead = true;

        capsuleCollider.isTrigger = true;

        anim.SetTrigger("Dead");

        enemyAudio.clip = deathClip;
        enemyAudio.Play();

        deathParticles.Play();

    }

    public void StartSinking()
    {

        
        ScoreManager.score -= scoreValue;
        Destroy(gameObject, 4f);

        

    }

}

}

beware, your hitParticles and deathParticles got the same ParticleSystem component, if there is more than one ParticleSystem on a child of your gameobject, it could Play the wrong one.