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Question by Chris 31 · Mar 15, 2011 at 10:12 PM · ontriggerexit

OnTriggerExit function

I have the following statement in my script

void OnTriggerExit(Collider collide)
   {
       if (collide.gameObject==Target)
       {
           enemyPresent=false;
        }
    }

Basically when the enemy that has collided with it has been destroyed it should return the boolean enemyPresent = false to true but in the editor the box remains checked.

Any ideas how to solve this? Heres the full code

public class TurretRealScript : MonoBehaviour {

public GameObject arrowPrefab; private GameObject Target; public float startTime= 0.0f; public float fireTime=1.0f; public bool enemyPresent=false;

void Start () {

}

// Update is called once per frame void Update () { if(enemyPresent==true) { startTime += Time.deltaTime; if (startTime>fireTime) { Instantiate(arrowPrefab, transform.position,transform.rotation); startTime=0.0f; }

 }
 else
 {
     enemyPresent=false;
 }

} void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Enemy") { enemyPresent=true; Target = other.gameObject; Instantiate(arrowPrefab, transform.position,transform.rotation); } } void OnTriggerExit(Collider collide) { if (collide.gameObject==Target) { enemyPresent=false; } }

}

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