//////////////////////////////////////////////////////////// private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Asteroid" || other.gameObject.tag == "EnemyShip") { Ship.DoDamage(1); checkDamage(); } if (other.gameObject.tag == "LaserRed") { Debug.Log("playerHit"); Ship.DoDamage(1); // TODO: Change to use the projectile data checkDamage(); Instantiate(laserHit, transform.position, Quaternion.identity, transform); Destroy(other.gameObject); } if (other.gameObject.tag == "energyPowerup") { Ship.WeaponEnergy += Ship.WeaponEnergyMax / 5; GameObject collectParticles = Instantiate(GameManager.Instance.PowerupCollect, transform); Destroy(collectParticles, 3f); Destroy(other.gameObject); } if (other.gameObject.tag == "healthPowerup") { Ship.DoHeal(Ship.MaxHealth / 5); // TODO: Change this if a proper power up system is implemented GameObject collectParticles = Instantiate(GameManager.Instance.PowerupCollect, transform); Destroy(collectParticles, 3f); Destroy(other.gameObject); } }