How to Trigger OTHER object's trigger?

How do you access a trigger on another object with a script not attached to that object.

I tried a few different ideas yet none were successful.

The idea would be to have a “trigger manager” for an alarm system. I dont want to have a script for every trigger.

Is there a way around this?

Thanks,
Alex

I can suggest making an event system.
Say, you have 100 triggers (they are from the same prefab, right?) all of which are the same. Trigger prefab has a “MyLittleTrigger” tag so you can easily access it at the beginning of the game. Now, you’ll need a Delegate definition, and an event. You also need to dispatch this event and listen to it somewhere. The point is - you have lots of scripts that dispatch this event, but only one place in code where you process it. You’ll need two scripts: one for a trigger prefab and one for a global event handler (your game controller)
Trigger script will look something like this

using UnityEngine;
using System.Collections;

// Delegate definition, so we can use it as an event
public delegate void TriggerEventDelegate();

public class TriggerEventSystem : MonoBehaviour
{
	// Local event
	public event TriggerEventDelegate triggerEvent;

    void OnTriggerEnter()
    {
		// Check if someone is listening to our event
		if(triggerEvent != null)
		{
			// If so, trigger the event
			triggerEvent();
		}
    }
}

While controller script will look something like this

using UnityEngine;
using System.Collections;

public class TriggerControllerSystem : MonoBehaviour
{
    void Awake()
    {
		if(triggerEvent != null)
		{
			// For every trigger object in the scene, subscribe to it's trigger event
			foreach (GameObject trigger in GameObject.FindGameObjectsWithTag("MyLittleTrigger"))
			{
				TriggerEventSystem triggerScript = trigger.GetComponent<TriggerEventSystem>();
				// Subscribing
				triggerScript += TriggerEventHandler;
			}
		}
    }
	
	// Event handler has to be of the given delegate type (Our delegate is of type TriggerEventDelegate)
	void TriggerEventHandler()
	{
	    // Process the triggering here
	}
}

So you still have to check for a trigger on all the objects, but you can process this information outside the triggers