protected virtual void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { // SFX pickUPeffect.Play(); // If player enters the level - power up should stay DontDestroyOnLoad(gameObject); StopCoroutine(destroy); OnPickUP?.Invoke(); AudioManager.instance.PlaySound("PowerUPPickUP"); StartCoroutine(Pickup(other)); } }
protected virtual void PickUP() { StopCoroutine(destroy); AudioManager.instance.PlaySound("AmmoPickUP"); OnPickUP?.Invoke(); // If player has this type of weapon - add ammo if (playerInventory.availableGuns[weaponID]) { playerInventory.availableGuns[weaponID].RefillAmmo(); } // Destroy a ammo box object Destroy(gameObject); }