//changed 'OnCollisionEnter()' to 'OnTriggerEnter()' -Joey public void OnTriggerEnter(Collider other) { if (canCollide) { //Since the rigidbody is on the car, we will check if we can get the vehicle manager and then the player manager from there //changed 'GetComponent<>()' to 'GetComponentInParent<>()' -Joey TempVehicleManager vehicle = other.gameObject.GetComponentInParent <TempVehicleManager>(); if (vehicle != null) { PlayerManager player = vehicle.playerManager; //If we can hit the owner or this is a different player if (canHitOwner || !player.Equals(owner)) { //Apply damage and disable collisions so that it does not hit the same object again this frame before it is destroyed player.ApplyDamage(damage); canCollide = false; Destroy(gameObject); //cleaner form of self destroy -Joey } } //destroys the projectile upon collision with anything other than a vehicle if (vehicle == null) { Destroy(gameObject); } } }
public void OnTriggerEnter(Collider other) { TempVehicleManager tempVehicleManager = other.GetComponentInParent <TempVehicleManager>(); //Checks for tempVehicleManager then takes player's PlayerManager to add energy. if (tempVehicleManager != null) { PlayerManager playerManager = tempVehicleManager.playerManager; playerManager.ClearCheckpoint(checkpointID); lightBeams[(int)playerManager.id].SetActive(false); } }
public void OnTriggerEnter(Collider other) { TempVehicleManager tempVehicleManager = other.GetComponentInParent <TempVehicleManager>(); //Checks for tempVehicleManager then takes player's PlayerManager to add energy. if (tempVehicleManager != null) { PlayerManager playerManager = tempVehicleManager.playerManager; playerManager.GainEnergy(addedEnergy); StartCoroutine(SpawnDelay()); } }