private void OnTriggerExit(Collider other) { WeaponPickedUpOrLeft(); //player leaves GUN-inator premise if (the_GUNINATOR != null) { the_GUNINATOR = null; press_E.SetActive(false); } //player enter ATM premise if (the_ATM != null) { the_ATM = null; press_E.SetActive(false); } }
//player able to pick up weapon private void OnTriggerEnter(Collider other) { if (other.GetComponent <BaseGun>() != null) { WeaponDetected(other.GetComponent <BaseGun>()); } //player enter GUN-inator premise if (other.GetComponent <GUNINATORGunCreation>() != null) { the_GUNINATOR = other.GetComponent <GUNINATORGunCreation>(); press_E.SetActive(true); } //player enter ATM premise if (other.GetComponent <ATM>() != null) { the_ATM = other.GetComponent <ATM>(); press_E.SetActive(true); } }
//public GameObject testObject; private void Start() { the_GUNINATORGunCreation = GetComponent <GUNINATORGunCreation>(); }