void OnCollisionEnter2D(Collision2D coll) //this portion of the code is what happens when Steve collides with the item // you will have to customize it to act according to the power-up or power-down { if (coll.gameObject.tag == "Player") { StarSound sound = GameObject.FindObjectOfType(typeof(StarSound)) as StarSound; sound.TriggerSound(); SteveScript steve = GameObject.FindObjectOfType <SteveScript>(); steve.tiny(); Destroy(gameObject); } }
void OnCollisionEnter2D(Collision2D coll) //this portion of the code is what happens when Steve collides with the item // you will have to customize it to act according to the power-up or power-down { if (coll.gameObject.tag == "Player") { StarSound sound = GameObject.FindObjectOfType(typeof(StarSound)) as StarSound; sound.TriggerSound(); GameObject bouncer = GameObject.Find("Bouncer_1"); MoveScript b = bouncer.GetComponent <MoveScript>(); b.initiateRemove(); Destroy(gameObject); } }
void OnCollisionEnter2D(Collision2D coll) { if (canMove && coll.gameObject.tag == "bouncer") { StartCoroutine(moveTimer()); } if (coll.gameObject.tag == "star") { StartCoroutine(Flasher()); StarSound sound = GameObject.FindObjectOfType(typeof(StarSound)) as StarSound; sound.TriggerSound(); } if (coll.gameObject.tag == "powerup") { StartCoroutine(UpFlash()); } if (coll.gameObject.tag == "powerdown") { StartCoroutine(DownFlash()); } }