private void OnTriggerEnter(Collider other) { if (other.tag == "END") { //Stops the movement movement.finished = true; //Hides the GUI gui.SetActive(false); //Stops adding score manager.StopScore(); shake.gameObject.transform.parent = null; shake.gameObject.transform.rotation = Quaternion.Euler(new Vector3(rotationAngle, 0.0f, 0.0f)); } if (other.tag == "Nuke") { //Sets off the nuclear detination nuke.SetActive(true); Invoke("WinGame", 7.0f); } if (!godMode) { if (other.tag == "Hazard") { //If you have not taken damage recently. if (!takenDamage) { //Resets the values to restart the flashing effect hazard.ResetValues(); hitSound.Play(); //Adds the heat to the engine engine.engineHeatAmount += hazardHeatDamage; //Shakes your screen shake.StartShake(); //Enables a little shield takenDamage = true; hazard.flash = true; } } if (other.tag == "DangerZone") { //Starts a timer for the duration that you are inside the danger zone startInTimer = true; } } if (other.tag == "Note") { //Resets the values to restart the flashing effect coolant.ResetValues(); //Adds to the combo counter manager.comboScore += 1; //Adds to the total score manager.AddScore(10.0f); //Flashes the blue color over the gauge coolant.flash = true; //Cools the engine engine.CoolEngineByAmount(coolantAmount); //Starts the animation for the note collection other.GetComponent <Note>().Collected(); } }