public void ApplyDamage(float points) { agent.destination = playerTransform.position; npcHP -= points; enemyAnim.currentTarget = playerTransform.position; if (npcHP <= 0) { audioSource.clip = enemyDeathSounds[Random.Range(0, enemyDeathSounds.Length)]; audioSource.Play(); //Destroy the NPC GameObject npcDead = Instantiate(npcDeadPrefab, transform.position, transform.rotation); //Slightly bounce the npc dead prefab up //npcDead.GetComponent<Rigidbody>().velocity = (-(playerTransform.position - transform.position).normalized * 8) + new Vector3(0, 5, 0); Destroy(npcDead, 10); //es.EnemyEliminated(this); Destroy(gameObject); } else { audioSource.clip = enemyHitSounds[Random.Range(0, enemyHitSounds.Length)]; audioSource.Play(); enemyAnim.DamageGiven(npcHP, maxHP); } }