using UnityEngine; public class PyramidSwitch : MonoBehaviour { public Material onMaterial; public Material offMaterial; public GameObject myButton; bool m_State; GameObject m_Area; PyramidArea m_AreaComponent; int m_PyramidIndex; public bool GetState() { return m_State; } void Start() { m_Area = gameObject.transform.parent.gameObject; m_AreaComponent = m_Area.GetComponent(); } public void ResetSwitch(int spawnAreaIndex, int pyramidSpawnIndex) { m_AreaComponent.PlaceObject(gameObject, spawnAreaIndex); m_State = false; m_PyramidIndex = pyramidSpawnIndex; tag = "switchOff"; transform.rotation = Quaternion.Euler(0f, 0f, 0f); myButton.GetComponent().material = offMaterial; } void OnCollisionEnter(Collision other) { if (other.gameObject.CompareTag("agent") && m_State == false) { myButton.GetComponent().material = onMaterial; m_State = true; m_AreaComponent.CreatePyramid(1, m_PyramidIndex); tag = "switchOn"; } } }