void OnTriggerEnter(Collider obj) { if (obj.gameObject.tag == "boulder") { Debug.Log("collided with boulder."); Player_ship.Sub(2, 1); Destroy(obj.gameObject); } if (obj.gameObject.tag == "addammo") { Player_ship.Add(3, 1); Destroy(obj.gameObject); } if (obj.gameObject.tag == "addshield") { Player_ship.Add(2, 1); Destroy(obj.gameObject); } if (obj.gameObject.tag == "addspecial1") { Player_ship.Add(4, 1); Destroy(obj.gameObject); } if (obj.gameObject.tag == "addspecial2") { Player_ship.Add(5, 1); Destroy(obj.gameObject); } if (obj.gameObject.tag == "coin") { Player_ship.Add(6, 1); Destroy(obj.gameObject); } }
void Death(int x) { if (x == 1) { Player_ship.Add(1, 1); Destroy(gameObject); } else if (x == 2) { Player_ship.Sub(2, 1); Destroy(gameObject); } else if (x == 0) { Player_ship.Add(1, 1); Destroy(gameObject); } }
void OnCollisionEnter(Collision obj) { if (obj.gameObject.tag == "Player" || obj.gameObject.tag == "bullet" || obj.gameObject.tag == "missile") { Debug.Log("Collided with player."); switch (id) { //ammo,shields,s1,s2 case 1: Player_ship.Add(3, 20); Destroy(gameObject); break; case 2: Player_ship.Add(2, 1); Destroy(gameObject); break; case 3: Player_ship.Add(4, 1); Destroy(gameObject); break; case 4: Player_ship.Add(5, 1); Destroy(gameObject); break; case 5: Player_ship.Add(6, 1); Destroy(gameObject); break; } } else { Debug.Log("Collided"); } }