private void OnTriggerEnter(Collider other) { if (other.GetComponent <AltCarMove>()) //boole -> enum , switch { AltCarMove player = other.GetComponent <AltCarMove>(); if (_mini == true) { player._hasMinigun = true; player.GainWeapon(_miniVal); } if (_rocket == true) { player._hasRocketLauncher = true; player.GainWeapon(_rocketVal); } if (_sniper == true) { player._hasSniperRifle = true; player.GainWeapon(_sniperVal); } if (_slapper == true) { player._hasSlapper = true; player.GainWeapon(_slapperVal); } if (_trail == true) { player._hasTrail = true; player.GainWeapon(_trailVal); } Destroy(_thisObject, _timeToDestroy); } }
private void Start() { _hp = _life; _carEn = _thisAI.GetComponent <AIEnemy>(); _car = _thisAI.GetComponent <AltCarMove>(); _civilian = _thisAI.GetComponent <LilHum>(); }
//only visual for now, to see if it will work Updt/ it does private void OnTriggerEnter(Collider other) { if (other.GetComponent <AltCarMove>()) { AltCarMove player = other.GetComponent <AltCarMove>(); player.Nitro(); Destroy(_thisObject, _zeroVal); } }