// Bei Kontakt mit PowerUp wird die entsprechende Funktion aufgerufen void OnTriggerEnter2D(Collider2D collider) { if (collider.gameObject.GetComponent <PowerUpObject>()) { SoundManager.instance.PlayEffect(5); FireRate powerUpFireRate = collider.gameObject.GetComponent <FireRate>(); Health powerUpHealth = collider.gameObject.GetComponent <Health>(); Assistant powerUpAssistant = collider.gameObject.GetComponent <Assistant>(); Points powerUpPoints = collider.gameObject.GetComponent <Points>(); #if UNITY_STANDALONE Speed powerUpSpeed = collider.gameObject.GetComponent <Speed>(); if (powerUpSpeed) { powerUpSpeed.AddSpeed(pMovement); powerUpSpeed.gameObject.SetActive(false); } #endif if (powerUpFireRate) { powerUpFireRate.AddFireRate(pWeapon); powerUpFireRate.AddFireRate(aWeapon); powerUpFireRate.AddFireRate(aWeapon2); powerUpFireRate.gameObject.SetActive(false); } else if (powerUpHealth) { powerUpHealth.AddHealth(pBHealth); powerUpHealth.gameObject.SetActive(false); } else if (powerUpPoints) { powerUpPoints.AddPoints(); powerUpPoints.gameObject.SetActive(false); } else if (powerUpAssistant) { assistantCount = powerUpAssistant.AddAssistantCount(assistantCount); powerUpAssistant.gameObject.SetActive(false); if (assistantCount == 3) { assistant.SetActive(true); } else if (assistantCount == 5) { assistant2.SetActive(true); } } } }