//----this is the exact opposit of OnTriggerEnter private void OnTriggerExit(Collider other) { if (other.CompareTag("Building") || other.CompareTag("Wall")) { obj.Remove(other.gameObject);//----notice we're removing it from the list } if (other.CompareTag("GroundCube")) { GroundCube gc = other.GetComponent <GroundCube>(); cubes.Remove(gc);//----removing it from the list gc.HandleSelection(); } ChangeColor(); }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Building") || other.CompareTag("Wall")) //hit a building or a wall?...... { obj.Add(other.gameObject); //then stick it in the obj list..... } if (other.CompareTag("GroundCube")) //hit a ground cube?......... { GroundCube gc = other.GetComponent <GroundCube>(); //get the ground cube script that is sitting on this particular gameobject..... cubes.Add(gc); //add it to the ground cubes list.... gc.HandleSelection(); //toggle the selection color of this particular ground cube...... } ChangeColor(); //<----no check if the color should be green or red }