//deactivate player and trigger game over private void Destroy() { pool.ActivateEffect(transform, effectIndex); //disabling vibration until able to control duration and intensity //Handheld.Vibrate(); GameControl.control.gameOver = true; gameObject.SetActive(false); }
void OnTriggerEnter2D(Collider2D other) { //tag of collided object string otherTag = other.gameObject.tag; if (otherTag == "Player") { if (thisTag == "Collectible") { GameControl.control.IncreaseScore(value); if (heal) { GameControl.control.ChangeHealth(value); } if (immune) { GameControl.control.ActivateImmunity(); } } else if (thisTag == "Enemy") { //only damage player if player is alive if (!GameControl.control.destroyed) { if (!GameControl.control.GetImmunity()) { GameControl.control.ChangeHealth(-value); GameControl.control.IsDamaged(); } else { GameControl.control.IncreaseScore(value); } } } //only create final effect (explosion) on contact with player pool.ActivateEffect(transform, effectIndex); } //prevent objects from destroying one another if (otherTag != "Collectible" & otherTag != "Enemy") { gameObject.SetActive(false); } }