void OnTriggerEnter(Collider other) { if (other.tag == "Player") { int type = player.GetState(); player.SetBulletsType(weaponType); switch (type) { case 1: obj = (GameObject)Instantiate(w1); obj.transform.position = transform.position + new Vector3(0, height, 0); break; case 2: obj = (GameObject)Instantiate(w2); obj.transform.position = transform.position + new Vector3(0, height, 0); break; case 3: obj = (GameObject)Instantiate(w3); obj.transform.position = transform.position + new Vector3(0, height, 0); break; case 4: obj = (GameObject)Instantiate(w4); obj.transform.position = transform.position + new Vector3(0, height, 0); break; default: obj = (GameObject)Instantiate(w1); obj.transform.position = transform.position + new Vector3(0, height, 0); break; } destroy = true; } }