private void OnCollisionExit(Collision collision) { GameObject target = collision.gameObject; switch (target.tag) { case "Hazard": StrafingPillar data = target.GetComponent <StrafingPillar>(); if (unit_class == Class.Defender) { data.Blocked = false; } break; } }
private void OnCollisionStay(Collision collision) { GameObject target = collision.gameObject; switch (target.tag) { case "Hazard": StrafingPillar data = target.GetComponent <StrafingPillar>(); if (unit_class != Class.Defender) { Destroy(light); transform.position = spawnLocation; waypoints.Clear(); agent.isStopped = true; Debug.Log("Hit hazard - resetting location of" + name); } if (unit_class == Class.Defender) { data.Blocked = true; } break; } }