/* impact with word */ public void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("Word")) { if (other.gameObject.GetComponent <WordController>().good) { PlaySound(true); //metrics.AddGoodWords(1); //adds the positives to the list stored.AddPositiveToList(level, other.gameObject.GetComponentInChildren <Text>()); //expand halo & hit box halo.transform.localScale = new Vector3(halo.transform.localScale.x + 0.5f, halo.transform.localScale.y + 0.5f, 1); collider.radius += 0.1f; //using the number of positives to determine win state if ((level == 1 && stored.levelOnePositiveList.Count >= stored.levelOneThreshold) || (level == 2 && stored.levelTwoPositiveList.Count >= stored.levelTwoThreshold)) { playing = false; audio.clip = endGoodClip; audio.Play(); victory = true; } } else { PlaySound(false); ps.Play(); //increase the negative word count negatives++; //using the negative counter to determine lose state if (negatives >= loseState) { playing = false; audio.clip = endBadClip; audio.Play(); } } Destroy(other.gameObject); if (!playing) { stored.SetHighScore(level); StartCoroutine(SwitchScene()); } //this is how it was before /*else * { * Destroy(other.gameObject); * }*/ } }