protected void OnEnemyDeath() { // turning off saber DOVirtual.DelayedCall(2f, () => { Saber.StopSaber(); // stopping any currently playing audio for progression-related audio AudioEvent.Stop("", gameObject); // setting audio ending section AudioEvent.Play(AudioEventName.Ftue.MusicEnding, gameObject); // continuing FTUE animation sequence sequence.Play(FtueType.Intro, AnimationClip_Interaction2_MoveToFull); }); }