void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("DestroyLetter")) { Destroy(this.transform.parent.transform.parent.gameObject); } else if (other.gameObject.CompareTag("MergeLetter")) { SoundManager.Instance.PlaySoundOneShot("Monkey"); WM.CompletionEffectSpawn(); this.gameObject.transform.GetChild(1).gameObject.SetActive(false); Wheel.SetTrigger("rotate"); Tank.SetTrigger("tank"); foreach (GameObject monk in Monkey) { monk.GetComponent <Animator>().SetTrigger("happy"); } KK.SetTrigger("happy"); WM.EnableHandpointer(); SoundManager.Instance.PlaySoundOneShot("MonkeyMedal"); UM.Word = this.gameObject.transform.GetChild(0).gameObject.GetComponent <TextMesh> ().text; WM.counter++; Destroy(this.gameObject); } else if (other.gameObject.CompareTag("Decision Bucket") && this.gameObject.CompareTag("Selected")) { if (WM.MatchLetter(this.gameObject)) { // Right Letter Selected this.GetComponent <SpriteRenderer> ().color = Color.green; GameObject monk = other.transform.parent.gameObject; monk.GetComponent <Animator>().SetTrigger("letter"); this.gameObject.GetComponent <CircleCollider2D> ().isTrigger = true; this.gameObject.GetComponent <Rigidbody2D> ().constraints = RigidbodyConstraints2D.FreezePositionX; this.gameObject.GetComponent <Rigidbody2D> ().isKinematic = false; monkeyhand = other.gameObject.transform.parent.gameObject.transform.GetChild(1).gameObject; this.transform.parent = null; SoundManager.Instance.PlaySoundOneShot("LetterCollect"); } else { // Wrong Letter Selected foreach (GameObject monk in Monkey) { monk.GetComponent <Animator>().SetTrigger("sad"); } WM.EnableHandpointer(); this.GetComponent <SpriteRenderer> ().color = Color.red; this.gameObject.tag = "Letter"; this.gameObject.transform.GetChild(1).gameObject.SetActive(false); SoundManager.Instance.PlaySoundOneShot("WrongLetter"); } } else if (other.gameObject.CompareTag("Hint")) { if (this.transform.GetChild(0).GetComponent <TextMesh> ().text.Equals(WM.CurrentWord[WM.counter].ToString())) { this.gameObject.transform.GetChild(1).gameObject.SetActive(true); } } }