//Object movement via Physics void onTriggerEnterEvent( Collider2D col ) { if(col.gameObject.layer == 10) { if(_right) { col.gameObject.rigidbody2D.AddForce(moveColR); //Unlock Achievement SteamManager.StatsAndAchievements.Unlock_Nice_Game_Developers_Achievement(); //Play crate noise audio.PlayOneShot(clips[0], 0.45F); } else if(!_right) { col.gameObject.rigidbody2D.AddForce(moveColL); //Unlock Achievement SteamManager.StatsAndAchievements.Unlock_Nice_Game_Developers_Achievement(); //Play crate noise audio.PlayOneShot(clips[0], 0.45F); } } else if(col.gameObject.tag == "Key") { audio.PlayOneShot(clips[1], 0.7F); } else if(col.gameObject.tag == "Bow") { audio.PlayOneShot(clips[7], 0.7F); if(col.gameObject.GetComponent<CollectBow>() != null) { //Inventory add //Debug.Log("You found a bow!"); _arrowCount = GameObject.Find("Player").GetComponent<Inventory>(); _arrowCount.Arrows += 1; Debug.Log ("Your Arrow as been inventoried!!!"+_arrowCount.Arrows); //Quiver add //Debug.Log("You grabbed a bow!"); _bowCount = GameObject.Find("Player").GetComponent<Quiver>(); _bowCount.bow += 1; Debug.Log ("This is the bow count" + _bowCount.bow); //Update PlayerPrefs PlayerPrefs.SetInt("bow", _bowCount.bow); _arrowCount.InventoryOnTimer(); } else if (col.gameObject.GetComponent<CollectGoldenBow>() != null) { //Inventory add //Debug.Log("You found a bow!"); _arrowCount = GameObject.Find("Player").GetComponent<Inventory>(); _arrowCount.Arrows += 5; _arrowCount.startCollectTimer = true; Debug.Log ("Your Arrow as been inventoried!!!"+_arrowCount.Arrows); //Quiver add //Debug.Log("You grabbed a bow!"); _bowCount = GameObject.Find("Player").GetComponent<Quiver>(); _bowCount.bow += 5; Debug.Log ("This is the bow count" + _bowCount.bow); //Update PlayerPrefs PlayerPrefs.SetInt("bow", _bowCount.bow); _arrowCount.InventoryOnTimer(); } //Destroy object Destroy(col.gameObject); } else if(col.gameObject.tag == "Door") { audio.PlayOneShot(clips[2], 0.7F); } }