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Question by Mumsigt · Apr 30, 2019 at 11:47 AM · shootingontriggerenterexceptionenemies

Can you make exceptions in OnTriggerEnter

I am making a 3D spaceshooter that can change between top-down and sidescrolling views. The game is finished except one part. I have 2 enemies, one red and one purple and I want to make it so that when you are in top-down you can only shoot the purple enemy and when in sidescrolling you can only shoot the red enemy.

I have a global bool, MoveCamera.topDown, which I have for specifically coding for top-down or sidescrolling.

Here is my OnTriggerEnter code: (I deleted my tries to make the code myself)

 void OnTriggerEnter(Collider other)
     {
         if (other.CompareTag("Boundary") || other.CompareTag("Enemy Purple") || other.CompareTag("Enemy Red"))
         {
             return;
         }
 
         if (explosion != null)
         {
             Instantiate(explosion, transform.position, transform.rotation);
         }
 
         if (other.CompareTag("Player"))
         {
             Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
             //gameController.GameOver();
         }
 
             Destroy(other.gameObject);
             Destroy(gameObject);
     }

Let me know if I need to explain more :)

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Answer by myzzie · Apr 30, 2019 at 12:10 PM

Unless I'm missing something obvious

     void OnTriggerEnter(Collider other)
     {
         if (other.CompareTag("Boundary"))
             return;
 
         if ((other.CompareTag("Enemy Purple") && MoveCamera.topDown) ||
            (other.CompareTag("Enemy Red") && !MoveCamera.topDown))
         {
             if (explosion != null)
             {
                 Instantiate(explosion, transform.position, transform.rotation);
             }
 
             if (other.CompareTag("Player"))
             {
                 Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
                 //gameController.GameOver();
             }
 
             Destroy(other.gameObject);
             Destroy(gameObject);
         }
     }
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avatar image Mumsigt · Apr 30, 2019 at 12:25 PM 0
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@myzzie Unfortunately, it doesn't work. The purple enemy kills itself while in top-down and the red enemy kills itself in sidescrolling

avatar image myzzie Mumsigt · Apr 30, 2019 at 12:37 PM 0
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Either change the collision matrix or instantiate the bullets farther away. Not much to go on as you're being quite vague.

edit: Please use the comment section for comments and leave the answers for answers only. Hint, you can convert answers to comments in the cog wheel top right of your answer.

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