/// <summary> /// buying stuff in the bar /// </summary> /// <param name="other">Collider to see which item they are buying</param> private void OnTriggerStay(Collider other) { //if you press the buy button while next to the shop it will remove coins and give the player the buff if (other.gameObject.tag == "FullHealShop" && input.getBuyPressed && points.points >= fullHealPrice) { spendParticle.Play(); gameObject.GetComponent <PlayerDamageHandler>().health = gameObject.GetComponent <PlayerDamageHandler>().maxHealth; points.LosePoints(fullHealPrice); } else if (other.gameObject.tag == "SpeedDrinkShop" && input.getBuyPressed && points.points >= speedUpPrice && gameObject.GetComponent <PlayerMoveScript>().shopSpeedIncrease < gameObject.GetComponent <PlayerMoveScript>().shopSpeedIncreaseLimit) { spendParticle.Play(); this.gameObject.GetComponent <PlayerMoveScript>().shopSpeedIncrease += GetComponent <PlayerMoveScript>().moveSpeed / 5; points.LosePoints(speedUpPrice); } else if (other.gameObject.tag == "HealthIncreaseShop" && input.getBuyPressed && points.points >= healthUpPrice) { spendParticle.Play(); gameObject.GetComponent <PlayerDamageHandler>().maxHealth++; gameObject.GetComponent <PlayerDamageHandler>().health++; points.LosePoints(healthUpPrice); } else if (other.gameObject.tag == "LivesUpShop" && input.getBuyPressed && points.points >= livesUpPrice) { spendParticle.Play(); gameObject.GetComponent <PlayerDamageHandler>().lives++; points.LosePoints(livesUpPrice); } }