public void OnTriggerStay(Collider collider) { switch (collider.gameObject.tag) { case "Note": Message.SetActive(true); if (Input.GetKey("e")) { FoundNotes[numberOfNotes] = collider.name; NoteButtons[numberOfNotes].SetActive(true); numberOfNotes++; Destroy(collider.gameObject); } break; case "Ammo": Message.SetActive(true); if (Input.GetKey("e")) { Destroy(collider.gameObject); Values.AddAmmo(); } break; case "Medpack": Message.SetActive(true); if (Input.GetKey("e")) { Destroy(collider.gameObject); Values.ChangePlayerHealth(100); } break; case "Trap": Message.SetActive(true); if (Input.GetKey("e")) { Destroy(collider.gameObject); Values.AddTrap(); } break; case "Can": Message.SetActive(true); if (Input.GetKey("e")) { Destroy(collider.gameObject); Values.AddCan(); } break; case "Rope": Message.SetActive(true); if (Input.GetKey("e")) { Destroy(collider.gameObject); Values.AddRope(); } break; case "Stick": Message.SetActive(true); if (Input.GetKey("e")) { Destroy(collider.gameObject); Values.AddStick(); } break; case "SpotTrap": BuildingMessage.SetActive(true); if (Values.CanPlaceTrap()) { BuildingMessage.GetComponent <Text>().text = "Press 'E' to place"; if (Input.GetKey("e")) { Values.tripwire.Place(collider.gameObject.transform.parent.gameObject); } } else { BuildingMessage.GetComponent <Text>().text = "Not enough items to place"; } break; } }