private void OnTriggerEnter(Collider other) { // When player encounters a Bonus, collect and add to PlayerStatistics if (other.tag == "Bonus") { GameControllerCS.instance.PlayerStatistics[1]++; } // When player encouters a key, collect if (other.tag == "Key") { charInventory.AddItem(currentDoorKeyNeeded); } // If hit by a bullet, remove health else if (other.name == "Bullet") { GameControllerCS.instance.playerHealth -= EnemyController.instance.weaponDamage; } if (other.tag == Tags.cameraFOV) { Debug.Log("Alarm trigered!"); } // If player enters the goal, load scene if (other.tag == "Goal") { Debug.Log("Load next scene here"); StartCoroutine(GameControllerCS.instance.LoadNextScene("Stats", 1)); // GameControllerCS.instance.LoadNextScene("Stats", 1); } Destroy(other.gameObject); //Always destroy the trigger after }
protected override void Interact(Collider player) { InventoryCS inventory = player.GetComponent <InventoryCS>(); if (inventory != null && inventory.AddItem(item)) { Destroy(gameObject); } }