void OnTriggerEnter(Collider other) { if (other.tag == "Bullet") { return; } if (other.tag == "Obstacle" || other.tag == "Enemy") { // Lose health only if we're not invulnerable if (!IsInvulnerable && other.GetComponent <Attack>() != null) { HealthSystem.Damage(other.GetComponent <Attack>().Damage); SendPlayerHurtMessages(); } } // Remove Player when we have no Health if (HealthSystem.GetHealth() == 0) { if (Explosion != null) { Instantiate(Explosion, transform.position, transform.rotation); } GameController.RemovePlayer(gameObject); Destroy(gameObject); } // Some collision explosion and destroying enemies with no health on collision if (other.GetComponent <Enemy_G>() != null) { if (other.GetComponent <CollisionExplosion>() != null) { Instantiate(other.GetComponent <CollisionExplosion>().Explosion, other.transform.position, other.transform.rotation); } if (other.GetComponent <Enemy_G>().GetHealthSystem().GetHealth() == 0) { Destroy(other.gameObject); } } }