// Start is called before the first frame update private void OnCollisionEnter(Collision collision) { if (used) { return; } FPPlayerController fp = collision.collider.GetComponent <FPPlayerController>(); if (fp != null) { if (fp.TryAddAmmo(bullets, grenades)) { used = true; Destroy(this.gameObject); } } }
public void Win() { Enemy[] enemies = FindObjectsOfType <Enemy>(); for (int i = 0; i < enemies.Length; i++) { enemies[i].SetActive(false); } Turret[] turrets = FindObjectsOfType <Turret>(); for (int i = 0; i < turrets.Length; i++) { turrets[i].SetActive(false); } FPPlayerController player = FindObjectOfType <FPPlayerController>(); player.Disable(); retryButton.SetActive(true); inGameUI.SetActive(false); }
// Start is called before the first frame update void Start() { p = GetComponentInParent <FPPlayerController>(); }