// -------------------------------------------------- // Called if the player enters a collider trigger (ie. collectible) // -------------------------------------------------- void OnTriggerEnter(Collider other) { Collectible coll = other.GetComponent <Collectible>(); CollectibleExplosion exp = other.GetComponent <CollectibleExplosion>(); //Debug.Log(exp); // Debug.Log(coll); if (exp && exp.IsExploding()) { if (mSlowMoveTimer <= 0f) { mCurrMoveSpeed /= 2f; } mSlowMoveTimer = 3f; mAnim.SetFloat("MoveSpeed", mCurrMoveSpeed); } if (coll && !coll.IsExploding()) { int pointVal = coll.GetPointVal(); SendMessage("UpdateScore", pointVal); // Play the pickup sound GameObject.Find("PickupSound").GetComponent <AudioSource>().Play(); Destroy(other.gameObject); } }
// -------------------------------------------------- // Called if the player is still in a collider trigger // -------------------------------------------------- void OnTriggerStay(Collider other) { if (other.GetComponent <CollectibleExplosion>()) { CollectibleExplosion exp = other.GetComponent <CollectibleExplosion>(); //Debug.Log(exp); //Debug.Log(exp.IsExploding()); if (exp.IsExploding()) { if (mSlowMoveTimer <= 0f) { mCurrMoveSpeed /= 2f; } mSlowMoveTimer = 3f; mAnim.SetFloat("MoveSpeed", mCurrMoveSpeed); } } }