Collision detection script - How to destroy objects of a when a score reaches a certain number

I have a script that I want to use to destroy a select objects with a specific tag when a score reaches the number zero. I know how to actually destroy the objects, but how would I put it so it works when something happens? I’m somewhat new at coding, and would like to learn more.

Here’s the script

public class UICollisionControl : MonoBehaviour
{
   
    public bool destroyEnemy;
    public Text scoreUI;
    public int increaseScore;
    public int decreaseScore;
    public int score;

    void Start()
    {
        audioSource = GetComponent<AudioSource>();
        score = 64;
    }

    void Update(){
        if(scoreUI != null){
            scoreUI.text = score.ToString();
        }
    }

    // only for GameObjects with a mesh, box, or other collider except for character controller and wheel colliders
    void OnCollisionEnter(Collision other)
    {
       

        if(audioSource != null && !audioSource.isPlaying){
            audioSource.PlayOneShot(collisionAudio, 0.5F);
        }

        if(destroyEnemy == true && other.gameObject.tag == "Enemy")
        {
            Destroy(other.gameObject);
        }


        if (scoreUI != null && decreaseScore != 0 && other.gameObject.tag == "Enemy")
        {
            score -= decreaseScore;
        }
    }

    // only for GameObjects with a character controller applied
    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        Rigidbody body = hit.collider.attachedRigidbody;

        // if no rigidbody
        if (body == null || body.isKinematic)
        {
            return;
        }

        // don't push ground or platform GameObjects below player
        if (hit.moveDirection.y < -0.3)
        {
            return;
        }


        if(audioSource != null && !audioSource.isPlaying){
            audioSource.PlayOneShot(collisionAudio, 0.5F);
        }

        if(destroyEnemy == true && hit.gameObject.tag == "Enemy")
        {
            Destroy(hit.gameObject);
        }

        if (scoreUI != null && decreaseScore != 0 && hit.gameObject.tag == "Enemy")
        {
            score -= decreaseScore;
        }
    }

You’re going to have to elaborate. When what something happens?

public GameObject exampleGO;
private int _score;

private void Update()
{
    if (_score == 100)
    {
        Destroy(exampleGO);
    }
}

or:

private GameObject exampleGO;
private int _score;

private void Start()
{
    exampleGO = GameObject.FindWithTag("Player");
}

private void Update()
{
    if (_score == 100)
    {
        Destroy(exampleGO);
    }
}

Although it would be more efficient to use events so the code is only called when the actual score is changed.

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Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

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