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Question by Arkin160 · Apr 24, 2016 at 08:49 AM · buttontriggerbooleansendgamehealth

how to separate differents triggers

hi men.
i have a big problem, but there's 2 solutions. I explain the situation: i have 2 players and i must check if the two one is in the end of the level.
here is the solutions:
1) you can use 1 trigger and check if there 2 entity inside, but i don't know how to do this
2) you can use 2 triggers and chech if they contain 1 entity each. (sorry for my bad english, I'm French and i hope you understand me). but here agen i don't know how to "separate" triggers.
i have a begining of code.
here is:

 #pragma strict
 
 var cible : GameObject;
 var trigger1 : GameObject;     //i put the trigger1 here
 var trigger2 : GameObject;     //i put the trigger2 here
 private var interrupteur1: boolean;     //interrupteur is button in french
 private var interrupteur2: boolean;     //interrupteur is button in french
 
 function Start () {
     interrupteur1 = false;
     interrupteur2 = false;
     }
 
 function OnTrigger1Stay2D() {
 
         interrupteur1 = true;
 
 }
 
 function OnTrigger2Stay2D() {
 
         interrupteur2 = true;
 
 }
 
 function OnTriggerExit2D() {
 
     interrupteur1 = false;
     interrupteur2 = false;
 
 }
 
 function Update ()
 {
     if(interrupteur1 == true){
         if(interrupteur2== true){
             cible.transform.Rotate(Vector3.forward*(100.0*Time.deltaTime*1));
         }
     }
 }

please help me, because i'm on this javascript sins 2 weeks and I can't find what i surch.

thank you :)

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Answer by Arkins_prod_studio · Sep 15, 2016 at 09:32 PM

you can do this with 1 trigger but you need to tag players and make your script like this: #pragma strict

 var cible : GameObject;
 private var interrupteur1: boolean;
 private var interrupteur2: boolean;
 
 function Start () {
     interrupteur1 = false;
     interrupteur2 = false;
 }
 
 function OnTriggerStay2D(other : Collider2D) {
 
     if(other.tag == "Player1"){
         interrupteur1 = true;
     }
     if(other.tag == "Player2"){
         interrupteur2 = true;
     }
 }
 
 function OnTriggerExit2D() {
 
     interrupteur1 = false;
     interrupteur2 = false;
 
 }
 
 function Update (){
 
     if(interrupteur1 == true){
         if(interrupteur2 == true){
              Destroy(cible);
         }
     }
 }

that's it :)

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