void OnTriggerExit2D() { tT = turnType.none; if (special) { special = false; } }
void OnTriggerEnter2D(Collider2D turnColl) { switch (turnColl.tag) { case "turnRight": if (!backwards) { tT = turnType.right; } break; case "turnUp": if (!backwards) { tT = turnType.up; } break; case "turnDown": if (!backwards) { tT = turnType.down; } break; case "turnLeft": if (!backwards) { tT = turnType.left; } break; case "up-right": if (!backwards) { tT = turnType.up_right; } break; case "up-left": if (!backwards) { tT = turnType.up_left; } break; case "down-right": if (!backwards) { tT = turnType.down_right; } break; case "down-left": if (!backwards) { tT = turnType.down_left; } break; case "bounce": if (!backwards) { transform.eulerAngles -= new Vector3(0, 0, 180); backwards = true; speed *= 3; } ready = false; break; case "checkpoint": if (backwards) { StartCoroutine(Restart(speed)); } break; case "coin": coinCount++; SetCountText(); Destroy(turnColl.gameObject); break; case "win": winText.text = "YOU WIN!"; Time.timeScale = 0; break; default: break; } }