private void OnTriggerEnter(Collider other) { Destroy(other.gameObject, 2); Scene currentScene = SceneManager.GetActiveScene(); if (currentScene.name == "GameScene" || currentScene.name == "GameScene_ai") { GameManager._i.counterDec(); // No points gained or lost from incinerating an object if (incinerator) { Debug.Log("Incinerated!"); if (other.tag == "GOOD") { GameManager._i.mistakeGood(); } else if (other.GetComponent <Enemy>()) { GameManager._i.enemyBurnt(); } return; } // classify object if (other.tag == "GOOD") { if (other.GetComponent <Renderer>().material.color == my_color) { GameManager.ChangeScore(GoodGain); vfx.GetComponent <VisualEffect>().Play(); GameAudioManager.PlayFireworks(this.transform.position); return; } GameManager.ChangeScore(-WrongColourLoss); GameManager._i.mistakeColour(); } else if (other.tag == "BAD") { GameManager.ChangeScore(-BadLoss); if (other.GetComponent <Enemy>()) { GameManager._i.enemyMissed(); } else { GameManager._i.mistakeTrash(); } } } }