public override void DeathEffects() { base.DeathEffects(); gameObject.tag = Tags.enemyDead; foreach (GameObject objToDeactivate in objectsToDeactivateOnDeath) { objToDeactivate.SetActive(false); } enemiesCounter.enemyKilled(); if (destroyOnDeath) { Destroy(gameObject); } if (prisonerToSave != null) { if (getUnitWhoKilledThis() != null) { if (getUnitWhoKilledThis().GetComponent <PrisonersSaved>() != null) { prisonerToSave.SavePrisoner(getUnitWhoKilledThis()); } else { FirstAliveCharacterSavePrisoner(); } } else { FirstAliveCharacterSavePrisoner(); } } }