// 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; }