protected void UpdateDead(float delta) { SpawnSoul(); _currentSoulCount -= 1; if (_currentSoulCount <= 0) { EnemyDeathParticleCleaner deathEffectInstance = (EnemyDeathParticleCleaner)enemyDeathEffectPrefab.Instance(); GetParent().AddChild(deathEffectInstance); deathEffectInstance.SetEffectGradient(_parentEnemyGroup.GetGroupGradientTexture()); deathEffectInstance.SetGlobalPosition(GetGlobalPosition()); RemoveEnemyFromWorld(); } }