What is wrong with my code?

//This is an enemy AI script that i am trying to make.
var moveSpeed = 0.5;
var player : Transform;
var killzone = 10.00;
var personolspace = 5.00;
var playerALL : GameObject;
var playerHealth = 100;
var attackStrength = 1;
var one : GameObject;
var two : GameObject;
var three : GameObject;
var four : GameObject;
var five : GameObject;
function Update () {

if (playerALL !== null playerHealth <= 0 playerALL playerALL != null) {
Destroy(playerALL);

Destroy(one);
Destroy(two);
Destroy(three);
Destroy(four);
Destroy(five);
}
if (playerALL !== null Vector3.Distance(transform.position,player.position) <= personolspace playerALL != null) {
playerHealth = playerHealth - attackStrength;
print("You’re health is " + playerHealth);
}
if (playerALL !== null playerHealth > 0 Vector3.Distance(transform.position,player.position) <= killzone Vector3.Distance(transform.position,player.position) >= personolspace) {
transform.LookAt(player);
transform.position += transform.forwardmoveSpeedTime.deltaTime;
}
if (playerALL == null) {
print (“You died!”);
}

here is the error after the AI destroys me :

MissingReferenceException: The object of type ‘Transform’ has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
UnityEngine.Transform.get_position () (at C:/BuildAgent/work/812c4f5049264fad/Runtime/ExportGenerated/Editor/UnityEngineTransform.cs:19)
NewAIScript.Update () (at Assets/NewAIScript.js:25)

Is the object playerALL a parent of objects one, two, etc? When you destroy a parent, all the children also get destroyed; you don’t need to destroy them again.

If it is not a parent… I don’t what all those objects are, but maybe you should immediately exit the function after you have destroyed the last one?

if (playerALL !== null  playerHealth <= 0  playerALL  playerALL != null)
{
    Destroy(playerALL);

    Destroy(one);
    Destroy(two);
    Destroy(three);
    Destroy(four);
    Destroy(five);
    return;
}