private void OnTriggerEnter(Collider other) { Debug.Log("What this?"); if (other.gameObject.CompareTag("Gummy")) { GummyFollow gummy = other.GetComponent <GummyFollow>(); if (gummy.followPlayer == false && !gummies.Contains(gummy)) { Debug.Log("GUMMY HIT"); gummy.stop = true; gummies.Add(gummy); } } }
void Update() { //If enough gummies are in the area if (gummies.Count >= gummiesNeeded) { //Go through the gummies needed, remove them from the list, and destroy them for (int i = 0; i < gummiesNeeded; i++) { GummyFollow currentGummy = gummies[0]; gummies.RemoveAt(0); Destroy(currentGummy.gameObject); } //Make the item Instantiate(gummyItem, spawnPoint.position, gummyItem.transform.rotation); //Destroy the collider area Destroy(this.gameObject); } }
private void OnTriggerEnter(Collider other) { Debug.Log("What this?"); //If a gummy hits the slingshot if (other.gameObject.CompareTag("Gummy")) { GummyFollow gummy = other.GetComponent <GummyFollow>(); //If the gummy isn't following the player if (gummy.followPlayer == false) { Debug.Log("GUMMY HIT"); gummy.stop = true; //Shoot the gummy using physics Rigidbody gummyRb = gummy.GetComponent <Rigidbody>(); gummyRb.isKinematic = false; gummyRb.AddForce(new Vector3(0, power, power)); //gummies.Add(gummy); } } }
void Start() { followScipt = GetComponent <GummyFollow>(); }