void OnCollisionEnter2D(Collision2D coll) { // wall if (coll.gameObject.layer == 12) { return; } if (coll.transform.tag == "Ammo") { if (myPlayerShoot.currentAmmo < myPlayerShoot.maxAmmo) { // TODO: play cheese KAZING/ammobelt sound here. myPlayerShoot.AddAmmo(coll.transform.GetComponent <item>().Amount); GameMaster.GetComponent <guimanager>().UpdateAmmoCount(myPlayerShoot.currentAmmo); coll.transform.GetComponent <item>().StartPickUp(); Destroy(coll.gameObject, 5f); } { kickThing(coll); } } else if (coll.transform.tag == "Health") { if (myPlayerHealth.currentHealth < myPlayerHealth.maxHealth) { // TODO: play "uugh" sound effect here :D myPlayerHealth.healDamage(coll.transform.GetComponent <item>().Amount); coll.transform.GetComponent <item>().StartPickUp(); Destroy(coll.gameObject, 5f); } { kickThing(coll); } } else if (coll.transform.tag == "Points") { // TODO: play kazing/GOLD sound here. GetComponent <player>().playerScore += coll.transform.GetComponent <item>().Amount; coll.transform.GetComponent <item>().StartPickUp(); Destroy(coll.gameObject, 5f); } else if (coll.transform.tag == "Props") { kickThing(coll); } }