void OnTriggerEnter(Collider col) { string colTag = col.gameObject.tag; if (colTag.Contains("Player") && !col.gameObject.tag.Contains("Projectile") && !col.gameObject.tag.Contains("Explosion")) { //Do switch logic only if player did not already capture this checkpoint if (gameObject.tag != "Checkpoint_" + colTag) { //set tag to belong to Player (for win condition check) gameObject.tag = "Checkpoint_" + colTag; //change color if (col.gameObject.CompareTag("Player1")) { mySpriteContainer.GetComponent <SpriteRenderer> ().sprite = player1Sprite; } else if (col.gameObject.CompareTag("Player2")) { mySpriteContainer.GetComponent <SpriteRenderer> ().sprite = player2Sprite; } //play sound if (audioSource != null) { float vol = Random.Range(volLowRange, volHighRange); audioSource.PlayOneShot(activateSound, vol); } WorldController.CheckCheckpointWinCondition(colTag); } } }
void OnTriggerEnter(Collider col) { string colTag = col.gameObject.tag; if (colTag.Contains("Player") && !col.gameObject.tag.Contains("Projectile") && !col.gameObject.tag.Contains("Explosion")) { //set tag to belong to Player (for win condition check) gameObject.tag = "Checkpoint_" + colTag; //change color if (col.gameObject.CompareTag("Player1")) { mySpriteContainer.GetComponent <SpriteRenderer> ().sprite = player1Sprite; } else if (col.gameObject.CompareTag("Player2")) { mySpriteContainer.GetComponent <SpriteRenderer> ().sprite = player2Sprite; } WorldController.CheckCheckpointWinCondition(colTag); } }