void OnTriggerEnter(Collider other) { _type = other.gameObject.tag; switch (_type) { //colliding with collectibles case "Sapphire": other.gameObject.SetActive(false); scoringRef.Sapphirecount++; scoringRef.SetCountText(); scoringRef.playSoundEffect(); break; case "Ruby": other.gameObject.SetActive(false); scoringRef.Rubycount++; scoringRef.SetCountText(); scoringRef.playSoundEffect(); break; case "Emerald": other.gameObject.SetActive(false); scoringRef.Emeraldcount++; scoringRef.SetCountText(); scoringRef.playSoundEffect(); break; case "Ameythyst": other.gameObject.SetActive(false); scoringRef.Ameythystcount++; scoringRef.SetCountText(); scoringRef.playSoundEffect(); break; case "Diamond": other.gameObject.SetActive(false); scoringRef.Diamondcount++; scoringRef.SetCountText(); scoringRef.playSoundEffect(); break; /*case "Gold": * other.gameObject.SetActive(false); * scoringRef.Goldcount++; * scoringRef.SetCountText(); * scoringRef.playSoundEffect(); * break; * case "Quartz": * other.gameObject.SetActive(false); * scoringRef.Quartzcount++; * scoringRef.SetCountText(); * scoringRef.playSoundEffect(); * break;*/ //colliding with health/fuel pick-up case "Steak": if (!scoringRef.Health3.enabled) { other.gameObject.SetActive(false); scoringRef.HealthCount++; scoringRef.SetCountText(); } //check to see which health display needs to be re-enabled if (scoringRef.Health2.enabled == false) { scoringRef.Health2.enabled = true; } else if (scoringRef.Health3.enabled == false) { scoringRef.Health3.enabled = true; } break; case "Fuel": fuelCan = other.gameObject; other.gameObject.GetComponent <MeshRenderer>().enabled = false; scoringRef.FuelCount += 6; scoringRef.FuelUpdate(); pickupCountDown = true; break; //if player hit the kill box case "KillBox": scoringRef.HealthCount = 0; scoringRef.Health1.enabled = false; scoringRef.Health2.enabled = false; scoringRef.Health3.enabled = false; scoringRef.KillPlayer(); if (scoringRef.LivesCount > 0) { scoringRef.ResetHealth(); } break; } }