private void OnTriggerEnter(Collider other) { if (other.ToString() == "Simulator Car (UnityEngine.BoxCollider)") { if (stopLight != null) { if (stopLight.getCurrentLight() == "RED") { Debug.Log("Failed stop light!"); scoreCard.UnsuccessfulLightSequence(); lightQueue.trafficLight = true; this.gameObject.SetActive(false); passTrigger.SetActive(false); } } else { Debug.Log("Stop test failed!"); scoreCard.UnsuccessfulStop(); if (lightQueue != null) { lightQueue.trafficLight = true; } this.gameObject.SetActive(false); if (passTrigger != null) { passTrigger.SetActive(false); } } } }
private void OnTriggerStay(Collider other) { if (other.ToString() == "Simulator Car (UnityEngine.BoxCollider)") { if (stopLight != null) { if (stopLight.getCurrentLight() == "RED") { if (Math.Round(carController.CurrentSpeed) == 0) { if (!successfulStop) { scoreCard.SuccessfulStop(); successfulStop = true; Debug.Log("Successful Stop at Light!"); } //this.gameObject.SetActive(false); // if (failTrigger != null) // { //failTrigger.SetActive(false); //} } /*else * { * Debug.Log("Failure to stop at red light!"); * this.gameObject.SetActive(false); * if (failTrigger != null) * { * failTrigger.SetActive(false); * } * }*/ } } else { if (Math.Round(carController.CurrentSpeed) == 0) { Debug.Log("Successful Stop!"); scoreCard.SuccessfulStop(); this.gameObject.SetActive(false); failTrigger.SetActive(false); } } } }