private void OnTriggerEnter(Collider other) { WeaponPowerUp weaponPowerUp = other.transform.GetComponent <WeaponPowerUp>(); _weaponPowerUpID++; if (weaponPowerUp != null) { switch (_weaponPowerUpID) { case 0: weaponCurrentlyOn = CurrentWeapon.FirstWeapon; break; case 1: weaponCurrentlyOn = CurrentWeapon.SecondWeapon; _weaponPowerUpID++; _health = _maximumHealth; Debug.Log(_weaponPowerUpID); //weapon behavior 2 break; case 2: weaponCurrentlyOn = CurrentWeapon.ThirdWeapon; _weaponPowerUpID++; _health = _maximumHealth; Debug.Log(_weaponPowerUpID); //weapon behavior 3 break; case 3: weaponCurrentlyOn = CurrentWeapon.FourthWeapon; _weaponPowerUpID++; _health = _maximumHealth; Debug.Log(_weaponPowerUpID); //weapon behavior 4 break; case 4: weaponCurrentlyOn = CurrentWeapon.FifthWeapon; _weaponPowerUpID++; _health = _maximumHealth; Debug.Log(_weaponPowerUpID); //weapon behavior 5 break; default: Debug.Log("Invalid ID!"); break; } } Destroy(other.gameObject); }
private void OnTriggerEnter(Collider other) { if (other.tag == "PowerUp") { WeaponPowerUp weaponPowerUp = other.transform.GetComponent <WeaponPowerUp>(); PlayerHealthAndDamage playerHealth = GameObject.Find("Player").GetComponent <PlayerHealthAndDamage>(); _weaponPowerUpID++; playerHealth.health = playerHealth.maximumHealth; if (weaponPowerUp != null) { switch (_weaponPowerUpID) { case 0: _weaponCurrentlyOn = CurrentWeapon.FirstWeapon; break; case 1: _weaponCurrentlyOn = CurrentWeapon.SecondWeapon; break; case 2: _weaponCurrentlyOn = CurrentWeapon.ThirdWeapon; break; case 3: _weaponCurrentlyOn = CurrentWeapon.FourthWeapon; break; case 4: _weaponCurrentlyOn = CurrentWeapon.FifthWeapon; break; default: Debug.Log("Invalid ID!"); break; } } } Destroy(other.gameObject); }