void OnTriggerEnter(Collider collider) { // check if it can collide with the slot if (!isUsed && collider.tag == "Trophy") { // get the trophy Trophy trophy = collider.gameObject.GetComponent <Trophy>(); // make it used isUsed = true; trophy.LockTrophy(); connectedTrophy_ = trophy; ClampTrophy(); // fill a slot in the shelf trophyShelf_.SlotFilled(); Color previousColor = outlineRenderer_.material.GetColor("_Color"); if (trophy.IsClean()) { SoundManager.PlaySFX(SoundManager.SFX.kCompletedGood); Color newColor = Color.green; newColor.a = previousColor.a; outlineRenderer_.material.SetColor("_Color", newColor); } else { SoundManager.PlaySFX(SoundManager.SFX.kCompletedBad); Color newColor = Color.red; newColor.a = previousColor.a; outlineRenderer_.material.SetColor("_Color", newColor); } } }