I am going to assume you want to de-activate ( SetActive(false) ) the wall that is separating the different "maps" when the player has collected a certain numberof blocks; because I am not too sure I understand what you want correctly.
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
rigidbody.AddForce(movement * speed * Time.deltaTime);
if(count>=11)
{
wallName.gameObject.SetActive (false);
}
}
Replace "wallName" with the name of the wall you are trying to de-activate. In this case, I think your "wallName" is "Detektor", but again I'm not too sure.
You could alternatively de-activate the wall after the trigger event, when the sufficient number of block were collected:
void OnTriggerEnter(Collider other)
{
if(other.gameObject.tag == "Pickup")
{
other.gameObject.SetActive(false);
count = count + 1;
SetCountText();
if(count==11)
{
wallName.gameObject.SetActive(false);
}
}
}
Again replace "wallName" with the name of your wall.
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