void OnTriggerEnter(Collider other) { regain = other.GetComponent <RegainControl> (); if (regain != null) { foreach (Transform spawn in swordSpawn) { if (!spawn.gameObject.activeInHierarchy) { spawn.gameObject.SetActive(true); break; } } regain.SpawnGhostHand(); } }
void OnTriggerEnter(Collider other) { regaincontrol = other.gameObject.GetComponent <RegainControl> (); if (other.tag == ("Weapon")) { regaincontrol.SpawnGhostHand(); } //Disable controller actions here other.enabled = false; /*foreach (Component comp in ghostHand.GetComponents<Component>()) //Remove components from ghost hand so it isn't controlled by player * { * if (comp != GetComponent<Transform>() || comp != GetComponent<Rigidbody>() || comp != GetComponent<SphereCollider>()) * { * Destroy(comp); //This might be unnecessary if only the sword is spawned and not the controller. * } * } */ //Destroy (gameObject); //Kill the box }