// Change element of the torch when it is interacted with void OnCollisionEnter(Collision collision) { /*if (collision.gameObject.tag == "Bullet") * { * isActive = true; * }*/ if (collision.gameObject.tag == "Fire") { if (currentElement == ElementActive.None && (elementRequired == ElementMode.Any || elementRequired == ElementMode.Fire)) { currentElement = ElementActive.Fire; } else if (currentElement == ElementActive.Water) { currentElement = ElementActive.None; } } else if (collision.gameObject.tag == "Water") { if (currentElement == ElementActive.None && (elementRequired == ElementMode.Any || elementRequired == ElementMode.Water)) { currentElement = ElementActive.Water; } else if (currentElement == ElementActive.Fire) { currentElement = ElementActive.None; } } }
// Use this for initialization void Start() { isActive = false; currentElement = ElementActive.None; fireMaterial = Resources.Load("Materials/Fire", typeof(Material)) as Material; waterMaterial = Resources.Load("Materials/Water", typeof(Material)) as Material; this.transform.Find("Element").gameObject.SetActive(false); }