// Consumes the ghost reseting its fear status, sending it to prison, updating the score and starting FEAR modedisabling its Consumable aspect
    public override void IsConsumed()
    {
        UpdateScore(pointValue);
        GhostController ghost = gameObject.GetComponent <GhostController>();

        ghost.ResetGhostFearState(false);
        ghost.GoToPrison();
        gameObject.GetComponent <GhostConsumable>().enabled = false;
    }