// On trigger switch the alocated item and the one carried by the player void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { items = other.GetComponent("Player_Inventory") as Player_Inventory; temporal = items.getCurrentObject(); items.setInvetory(availbleItem); availbleItem = temporal; switch (availbleItem) { case Items.NullItem: tile.SetThisTiles(0, (int)Items.NullItem); break; case Items.DoorKey1: tile.SetThisTiles(0, (int)Items.DoorKey1); break; case Items.DoorKey2: tile.SetThisTiles(0, (int)Items.DoorKey2); break; case Items.DoorKey3: tile.SetThisTiles(0, (int)Items.DoorKey3); break; case Items.DoorKey4: tile.SetThisTiles(0, (int)Items.DoorKey4); break; case Items.DoorKey5: tile.SetThisTiles(0, (int)Items.DoorKey5); break; case Items.DoorKey6: tile.SetThisTiles(0, (int)Items.DoorKey6); break; case Items.DoorKey7: tile.SetThisTiles(0, (int)Items.DoorKey7); break; } } }