void ScoreAndDestroy () { // TODO typical time to randomly "drop a bonus" levelManager = GameObject.FindObjectOfType<LevelManager>(); // why the heck do I need this here to prevent exception faults? if (!levelManager) Debug.LogError ("LEVEL_MANAGER_FAIL"); levelManager.ChangeScore(10f); // TODO multiply by wace#, ergo move wave# into LevelManager AudioSource.PlayClipAtPoint (scuttle, transform.position); levelManager.EnemyDown(); Destroy(this.gameObject, 0.001f); }