public void SellTurret() { //The player sells the turret and gets X amount of gold. It spawns a particlesystem that destroys itself after 5 seconds and the isUpgraded boolean goes to false and there wont be a turretBlueprint anymore on the node PlayerStats.Money += turretBlueprint.GainSoldTurretCost(); GameObject effect = (GameObject)Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); isUpgraded = false; Destroy(turret); turretBlueprint = null; }