public void OnTriggerEnter(Collider other) { if (!isPressed && other.tag == "Player") { isPressed = true; if (door) { door.Open(); } } }
void OnTriggerEnter2D(Collider2D collider) { if (!leftPlayer) { leftPlayer = true; return; } if (genericHitNoise) { audio.PlayOneShot(genericHitNoise, genericHitNoiseVolume); } GameObject other = collider.gameObject; switch (other.tag) { case "Door": DoorLogic dl = other.GetComponent <DoorLogic>(); if (dl.colour == this.colour) { dl.Open(); Die(); } else { if (bounceOnWrongDoors) { this.Bounce(); } else { Die(); } } break; case "Player": CharacterControl cc = other.GetComponent <CharacterControl>(); cc.Damaged(); Die(); break; case "Enemy": if (hitEnemyNoise) { audio.PlayOneShot(hitEnemyNoise, hitEnemyNoiseVolume); } ICanDie icd = other.GetComponent <ICanDie>(); if (icd) { icd.Hit(damage); } Die(); break; case "Projectile": // do nothing break; default: if (hitWallNoise) { audio.PlayOneShot(hitWallNoise, hitWallNoiseVolume); } Die(); break; } }