private void OnTriggerEnter(Collider collision) { if (collision.gameObject.tag == "m_Bullet" && canHurt) { Debug.Log("Hurt"); StartCoroutine(HurtCoroutine()); if (hp <= 0) { SceneManager.LoadScene(0); } } else if (collision.gameObject.tag == "i_HP") { hp += (int)(maxHp * 0.2f); if (hp > maxHp) { hp = maxHp; } Destroy(collision.gameObject); } else if (collision.gameObject.tag == "i_LV") { if (level < 5) { LevelUp(); } Destroy(collision.gameObject); } else if (collision.gameObject.tag == "EXP") { exp += 1; score += 50; if (exp >= needExp[level] && level < 5) { LevelUp(); } Destroy(collision.gameObject); } else if (collision.gameObject.tag == "i_Guard") { StopCoroutine(bulletShot.Guard2Coroutine()); StopCoroutine(bulletShot.BoomCoroutine()); bulletShot.canBoom = 1; bulletShot.canGuard = 1; Destroy(collision.gameObject); } }