Need to add another Variable to this C sharo Script.

Hi guys, I am working on a simple game to practice using Unity, having an issue with this C sharp script though.

public ParticleEmitter EnemyExplosionEffect;

// Update is called once per frame
void Update () {
transform.position = new Vector3(transform.position.x, transform.position.y + 0.5f, 0.0f);

}

public void OnTriggerEnter (Collider collider){
if (collider.gameObject.tag.Equals(“Enemy”)){
Destroy(collider.gameObject);
Destroy(gameObject);

Vector3 enemy_position = collider.transform.position;
Destroy(collider.gameObject);

ParticleEmitter explosion = (ParticleEmitter)Instantiate(EnemyExplosionEffect, enemy_position, Quaternion.identity);
explosion.Emit();

Vector3 explosionPos = transform.position;
Collider[ ] colliders = Physics.OverlapSphere(explosionPos, 5.0f);

foreach (Collider hit in colliders) {
if (!hit)
continue;

if (hit.rigidbody){
hit.rigidbody.AddExplosionForce(500.0f, explosionPos, 5.0f);

}
}
}
}

So the script is just to tell a ‘laser’ (a shaped block) to destroy and enemy(another block) and then create an Particle System. But I can’t add the particle system along with the laser variable.

thanks

Please use code tags next time.

Destroy(gameObject);

You are destroying the gameObject so any code below this line will not execute, the last thing your should do is destroy the GameObject.

    public void OnTriggerEnter(Collider collider)
    {
        if (collider.gameObject.tag.Equals("Enemy"))
        {
            Destroy(collider.gameObject);


            Vector3 enemy_position = collider.transform.position;
            Destroy(collider.gameObject);

            ParticleEmitter explosion = (ParticleEmitter)Instantiate(EnemyExplosionEffect, enemy_position, Quaternion.identity);
            explosion.Emit();

            Vector3 explosionPos = transform.position;
            Collider[] colliders = Physics.OverlapSphere(explosionPos, 5.0f);

            foreach (Collider hit in colliders)
            {
                if (!hit)
                    continue;

                if (hit.rigidbody)
                {
                    hit.rigidbody.AddExplosionForce(500.0f, explosionPos, 5.0f);

                }
            }
            Destroy(gameObject);
        }
    }