// This function gets called everytime this object collides with another private void OnTriggerEnter2D(Collider2D otherCollider) { string playerTag = otherCollider.gameObject.tag; // is the other object a player? if (playerTag == "Player" || playerTag == "Player2") { if (userInterface != null) { // add one point int playerId = (playerTag == "Player") ? 0 : 1; userInterface.AddOnePoint(playerId); } // then destroy this object gameObject.GetComponent <Collider2D>().enabled = false; GameObject.FindGameObjectsWithTag("gate")[0].GetComponent <Collider2D>().enabled = false; GameObject.FindGameObjectsWithTag("gate")[0].GetComponent <Renderer>().material.color = Color.red; } }
// This function gets called everytime this object collides with another private void OnTriggerEnter2D(Collider2D otherCollider) { string playerTag = otherCollider.gameObject.tag; // is the other object a player? if (playerTag == "Player" || playerTag == "Player2") { if (userInterface != null) { // add one point int playerId = (playerTag == "Player") ? 0 : 1; userInterface.AddOnePoint(playerId); } // then destroy this object Destroy(gameObject); } }
// This function gets called everytime this object collides with another private void OnCollisionEnter2D(Collision2D collisionData) { // is the other object a Bullet? if (collisionData.gameObject.CompareTag("Bullet")) { if (userInterface != null) { // add one point BulletAttribute b = collisionData.gameObject.GetComponent <BulletAttribute>(); if (b != null) { userInterface.AddOnePoint(b.playerId); } } // then destroy this object Destroy(gameObject); } }