How do I make OnBecameInvisible not apply to destroyed objects?

Hello, I am making a game where you shoot balls to a target. I used OnBecameInvisible to know when i missed the shot so it changes to the game over screen, but it also works when i do hit the target, as collision destroys the ball and spawns a clone. How can I fix this?
Here is my code:

public class BallShooter : MonoBehaviour
{
    // Variables
    Rigidbody rb;
    public GameObject Ball;
    public Transform spawnPoint;
    float holdstartTime = 0f;
    public float speed = 500;
    private bool onGround = false;

    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody>(); 
    }

    // Update is called once per frame
    void Update()
    {
        float delta = Time.time - holdstartTime;
        float adjustedSpeed = speed * delta;

        if (Input.GetKeyDown(KeyCode.Space))
        {
            holdstartTime = Time.time;
        }

        if (Input.GetKeyUp(KeyCode.Space) && onGround)
        {
            
            rb.AddForce(Vector3.forward * adjustedSpeed);
            rb.AddForce(Vector3.up * adjustedSpeed);
            onGround = false;

        }
        
    }

    // What happens when ball collides
    private void OnCollisionEnter(Collision collision)
    {
        // If collision is with Wall
        if(collision.gameObject.tag == "Wall")
        {
            Destroy(gameObject, 0.2f);
            SpawnBall();
            GetComponent<Renderer>().material.color = Color.black;
            
        }
        // If collision is with floor 
        if (collision.gameObject.tag == "Floor")
        {
            onGround = true;
        }
    }


    // Spawn function
    void SpawnBall()
    {
        Instantiate(Ball, spawnPoint.position, Quaternion.identity);
    }

    private void OnBecameInvisible()
    {
        GameFinished();
    }

    

    public void GameFinished()
    {
        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
    }
}

reading this might help