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Question by El-Deiablo · Jun 05, 2016 at 12:11 AM · instantiateaudioparticlesdestroypowerup

Audio and Particles on Trigger

I have been working on this powerup for sometime and every time I think I have it perfected a new issue appears. My latest issue involves the instantiated sounds and particles when a trigger occurs between the player and the powerup. I have tried many different fixes, but I can't seem to progress. Right now when the player collides with the powerup the sound does not play, the particle system triggers, but is never destroyed, and if I pass through the area where the spawned powerup appears the particles are triggered again. I think the particles continue to trigger because the collider that is attached to the powerup is still active. I tried to disable this and it works, but the sound will not play and on some of my other powerups the particles never trigger. What can I edit or add in my code to get the sound to play and the particles to destroy? This is really frustrating because I have the same particle and audio code attached to other gameobjects (ontrigger) and it works fine, but the difference is that I do not destroy the powerup right away (due to the coroutine and duration of the effect) as opposed to my other gamobjects that I destroy on trigger. I am so close!

Here's my code:

 using UnityEngine;
 using System.Collections;
 
     public class Multiplier : MonoBehaviour {
 
         public GameObject particle;
         public AudioClip powerUpSound;
         public float time;
     bool Active=false;
     //public static bool particleActive=false;
 
     void Update(){
 
         /*if (particleActive == true) {
 
             Destroy (particle, 1.2f);
 
         }*/
 
         if (Active==false) {
             StartCoroutine (DestroyGameObject ());
         }
     }
 
         IEnumerator ScoreMultiplier(){
 
             //gameObject.GetComponent <BoxCollider2D > ().enabled  = false;
             Active = true;
             ScoreManager .multiplier ++;
             yield return new WaitForSeconds (time);
             ScoreManager.multiplier--;
             Destroy (gameObject);
 
         }
 
     IEnumerator DestroyGameObject(){
 
         yield return new WaitForSeconds (3);
         gameObject.GetComponent <SpriteRenderer > ().enabled = false;
         yield return new WaitForSeconds (20);
         Destroy (gameObject);
 
     }
 
         void OnTriggerEnter2D(Collider2D other){
 
             if (other.tag == "Player") {
 
                 //particleActive = true;
                 Active = true;
                 GameObject clonedParticle;
                 clonedParticle =Instantiate (particle, transform.position, transform.rotation) as GameObject ;
                 GameObject sound = new GameObject();
                 sound.transform.position = transform.position;
                 AudioSource audioSource = sound.AddComponent<AudioSource>();
                 audioSource.clip =   powerUpSound;
                 audioSource.Play();
                 Destroy (clonedParticle,1.2f);
                 Destroy (powerUpSound, powerUpSound.length);
                 Destroy (sound);
                 gameObject.GetComponent <SpriteRenderer > ().enabled = false;
                 StartCoroutine (ScoreMultiplier ());
 
 
 
                 //Destroy (gameObject);
 
 
             } 
 
         }
     }
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