private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag(TagManager.GetTag(TagType.MovingPoint))) { if (_movementPoints[_currentPointNum].NeedToRotate) { RotatePlayer(_movementPoints[_currentPointNum].RotationVector); } if (_movementPoints[_currentPointNum].NeedToChangeSpeed) { _speed = _movementPoints[_currentPointNum].NewSpeed; } if (_movementPoints[_currentPointNum].Enemyes.Length == 0) { ChangePoint(); } else { _mainGameController.ActivateEnemyes(_movementPoints[_currentPointNum].Enemyes, _movementPoints[_currentPointNum].NeedToCountEnemy); if (_movementPoints[_currentPointNum].NeedToCountEnemy) { _needToMove = false; } else { ChangePoint(); } if ((_movementPoints[_currentPointNum].IsFinalPoint)) { _mainGameController.LevelIsEnded(); } } if (_currentPointNum < _movementPoints.Length && (_movementPoints[_currentPointNum].IsFinalPoint) && _movementPoints[_currentPointNum].Enemyes.Length == 0) { _mainGameController.LevelIsEnded(true); } Destroy(other.gameObject); //что бы лишних колайдеров на сцене не было } }