// To avoid double count on the score void OnDestroy() { if (gameManager.levelOver == false && gameManager.IsGameActive() && !isQuitting) { DropAbility(); Score.AddToScore(pointValue); audioManager.Play("TriangleExplosion"); GameObject explosionEffect = Instantiate(enemyExplosion, transform.position, Quaternion.identity); ScorePopup.Create(transform.position, pointValue); Destroy(explosionEffect, 0.5f); } }