void OnTriggerEnter2D(Collider2D other) { /* Si la colisio es amb una plataforma */ if (other.tag == "Plataforma") { //Debug.Log ("colision detected"); //Permetem que el personatje pugui saltar. isJumping = true; //Assignem gravetat a 0 per a fer l'efecte de salt. playerRigid.gravityScale = 0; // Eliminem la velocitat, nomes volem que actui la gravetat. playerRigid.velocity = Vector3.zero; // calculem posicio tope. JumpTop = playerRectTrans.localPosition.y + jumpHight; //i el offset per a que vagi rapid al saltar. jumpOffset = jumpHight * 0.2; controllerGame2Script.distance = other.GetComponent <RectTransform> ().localPosition.y - controllerGame2Script.lowestPlatform.GetComponent <RectTransform>().localPosition.y; } else if (other.tag == "Zone1") { //Code here here controllerGame2Script.GameOver(); } else if (other.tag == "Zone2") { Debug.Log("Hurray!!"); //Code here here //Debug.Log ("colision detected"); //Permetem que el personatje pugui saltar. isJumping = true; //Assignem gravetat a 0 per a fer l'efecte de salt. playerRigid.gravityScale = 0; // Eliminem la velocitat, nomes volem que actui la gravetat. playerRigid.velocity = Vector3.zero; // calculem posicio tope. JumpTop = playerRectTrans.localPosition.y + jumpHight * 4; jumpOffset = jumpHight * 0.2; controllerGame2Script.distance = other.GetComponent <RectTransform> ().localPosition.y - controllerGame2Script.lowestPlatform.GetComponent <RectTransform>().localPosition.y; StartCoroutine(controllerGame2Script.WaitForPlayer()); } }