private void OnAbduct(AbductionCircle abductionCircle) { if (!abductionCircle.isActiveAndEnabled) { return; } abductionCircle.StartEffect(); var remainingHumans = new List <Human>(); humans.ForEach(_human => { _human.UpdateView(abductionCircle); if (abductionCircle.Contains(_human)) { _human.Abducted(); } else { remainingHumans.Add(_human); } }); humans = remainingHumans; remainingCount--; UpdateHudText(); SEManager.Instance.Play(SEPath.UKU); ChallengeNextOrEndGame().Forget(); }