// This function gets called everytime this object collides with another trigger private void OnTriggerEnter2D(Collider2D collisionData) { // is the other object a Bullet? if (collisionData.gameObject.CompareTag("Bullet")) { if (userInterface != null) { // add one point BulletAttribute b = collisionData.gameObject.GetComponent <BulletAttribute>(); if (b != null) { userInterface.AddPoints(b.playerId, pointsWorth); } else { Debug.Log("Use a BulletAttribute on one of the objects involved in the collision if you want one of the players to receive points for destroying the target."); } } else { Debug.Log("There is no UI in the scene, hence points can't be displayed."); } // then destroy this object Destroy(gameObject); } }
// This function gets called everytime this object collides with another private void OnTriggerEnter2D(Collider2D otherCollider) { string playerTag = otherCollider.gameObject.tag; // is the other object a player? if (playerTag == "Player" || playerTag == "Player2") { if (userInterface != null) { // add one point int playerId = (playerTag == "Player") ? 0 : 1; userInterface.AddPoints(playerId, pointsWorth); } // then destroy this object Destroy(gameObject); } }