// When this game object intersects a collider with 'is trigger' checked,
 // store a reference to that collider in a variable named 'other'..
 void OnTriggerEnter(Collider other)
 {
     // ..and if the game object we intersect has the tag 'Pick Up' assigned to it..
     if (other.gameObject.CompareTag("Pick Up"))
     {
         // Make the other game object (the pick up) inactive, to make it disappear
         other.gameObject.SetActive(false);
         // Add one to the score variable 'count'
         PickupStats.IncrementCount();
     }
 }
예제 #2
0
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("EnemyWeapon") && !invulnerable && !beenHurt && !dashing)
     {
         PlayerHurt(other.gameObject);
     }
     if (other.CompareTag("HealthPickup"))
     {
         PickupStats pickup = other.GetComponent <PickupStats>();
         currentHealth += pickup.healthUp;
         maxHealth     += pickup.maxHealthUp;
         healthBar.transform.localScale = new Vector3(originalHealthLength * (currentHealth / maxHealth), healthBar.transform.localScale.y, healthBar.transform.localScale.z);
         if (currentHealth > maxHealth)
         {
             currentHealth = maxHealth;
         }
     }
     // check if collectable
 }