private void OnTriggerExit(Collider other) // if the player tag cartag touches collider, mark it as no longer needed and deactivate { BulletFire BulletFires = gameObject.GetComponent <BulletFire>(); CarTag carTag = other.GetComponent <CarTag>(); if (carTag != null) { // if (!exited) // { exited = true; // OnFireExited(); //// Debug.Log("EXIT"); //// Debug.Log("new one"); StartCoroutine(WaitAndDeactivate()); ///// OnFireExited(); // StartCoroutine(WaitAndDeactivate()); //// transform.root.gameObject.SetActive(false); // } } }
private void OnTriggerExit(Collider other) { CarTag carTag = other.GetComponent <CarTag>(); if (carTag != null) { if (!exited) { exited = true; OnChunkExited(); StartCoroutine(WaitAndDeactivate()); } } }