private void OnTriggerEnter(Collider other) {
if (other.CompareTag("Powerup")){
Destroy(other.gameObject);
isPoweredUp = true;
powerupIndicator.SetActive(true);
StartCoroutine(PowerupCountdownRoutine());
}
}
private void OnCollisionEnter(Collision other) {
if (other.gameObject.CompareTag("Enemy") && isPoweredUp){
Rigidbody enemyRB = other.gameObject.GetComponent<Rigidbody>();
Vector3 awayFromPlayer = (other.gameObject.transform.position - transform.position);
enemyRB.AddForce(awayFromPlayer * powerupStrength, ForceMode.Impulse);
}
}
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