//When enemy is destroyed, the apple returns to stack private void OnDestroy() { if (haveApple) { appleStack.AddApple(); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Apple" && collision.gameObject.activeSelf) { if (stack.IsFull()) { return; } impulseSource.GenerateImpulseAt(transform.position, Vector3.one * 0.25f); cam.BaseEffect(1f); var a = collision.gameObject.GetComponent <ColorObject>(); if (a) { stack.AddApple(a.colorIndex); } collision.gameObject.SetActive(false); } }