private void OnTriggerEnter(Collider other) { if(other.tag == "Damage") { life.looseLife(); rb.MovePosition(rb.position + Vector3.back * speed); } }
//Do the action of the object IEnumerator objectAction(Trap trap) { yield return(new WaitUntil(() => lerpObject == false)); if (objectCloud.tag == "Fruit") { life.gainLife(); Destroy(objectFull); } else { if (objectFull.name.Contains(trap.solvingObject.name)) //Si c'est le bon objet { switch (trap.type) { case TrapType.Destroy: trap.trapObject.SetActive(false); Destroy(objectFull); break; case TrapType.Open: trap.trapObject.transform.Rotate(Vector3.up, 90f); Destroy(objectFull); break; case TrapType.PlaceAndDisable: trap.trapObject.GetComponent <BoxCollider>().enabled = false; break; case TrapType.Place: trap.trapObject.gameObject.SetActive(true); break; } //Désactive le trigger du piège triggeredTrap.enabled = false; } else { //Perdre des hp life.looseLife(); Destroy(objectFull); } } }