Im wondering whether its posible to use multiple triggers on the same object but for different intentions.

I have a script that has an OnTriggerEnter, Stay and Exit and need to make sure that its hitting the right trigger while theres multiple triggers on the same object.
one of the triggers is a mesh trigger on a cone object, and another is a sphere collider trigger. the cone is to be straight forward vision and the sphere is for like neighbors and to “sense” its surroundings.
This is for a group project and everyone is stumped, this script will also be used for vision on multiple characters and players so it would be awesome if it could stay on the one script but any help or solution would be appreciated! :smiley:

An example from my code with comments to help explain would be:

private void OnTriggerEnter(Collider other)
{
            if (other.GetComponent<LivingEntity>() != null)
            {
                LivingEntity livingThing = other.GetComponent<LivingEntity>();

                //are they a Bee, use this:
                if (livingThing.isBee == true) //and is in the vision cone trigger
                {
                    GameObject beeStuff = other.gameObject;
                    
                    if (!beesInSight.Contains(beeStuff))
                    {
                        beesInSight.Add(beeStuff);                    
                        
                        memoryEvent?.Invoke(beeStuff);
                    }
                }
                //are they a Civ, use this:
                if (livingThing.isBee == false) //and in the sphere collider trigger
                {
                    GameObject civStuff = other.gameObject;

                    if (!civsInSight.Contains(civStuff))
                    {
                        civsInSight.Add(civStuff);

                        memoryEvent?.Invoke(civStuff);
                    }
                }
           }
}