//change this up so its more efficient later void OnTriggerEnter(Collider other) { if (other.CompareTag("Asteroid") && projectile.isEnemy != true) { Asteroid asteroid = other.GetComponentInParent <Asteroid>(); asteroid.DoDamage(projectile.projectileDamage); projectile.Destroyed(); } if (other.CompareTag("UFO") && projectile.isEnemy != true) { UFO ufo = other.GetComponentInParent <UFO>(); ufo.GetDamaged(projectile.projectileDamage); projectile.Destroyed(); } if (other.CompareTag("BossShield") && projectile.isEnemy != true) { Boss boss = other.GetComponentInParent <Boss>(); boss.DamageShield(projectile.projectileDamage); projectile.Destroyed(); } if (other.CompareTag("BossTurret") && projectile.isEnemy != true) { Boss boss = other.GetComponentInParent <Boss>(); boss.DamageCannon(projectile.projectileDamage); projectile.Destroyed(); } if (other.CompareTag("Boss") && projectile.isEnemy != true) { Boss boss = other.GetComponentInParent <Boss>(); boss.GetDamaged(projectile.projectileDamage); projectile.Destroyed(); } if (other.CompareTag("Ship") && projectile.isEnemy == true) { Debug.Log("Hit"); Player player = other.GetComponentInParent <Player>(); player.DoDamage(projectile.projectileDamage); projectile.Destroyed(); } }