Triggering an event by triggering Gameobject with different tags!

Hiya,
I really need some help, I seem to have been trying this in quite a few ways and none seem to work.
I have three cubes with three different tags, they all have box colliders on that are set to istrigger, the OVRHand (which is basically my player) has a rigidbody and a sphere collider on (trigger is on); I wrote this code and it worked fine when i only had one object of tag “RedBloodCell”, however when i added the other two, it stopped working.

What I would want ideally is that the player has to touch all the three object types (there will be multible obj of each type) before an animation is triggered, but for now I’m testing it with the destroy function.

Can anyone help figure out, how to write a script that sets it as a condition that all types have to be trigged for something to happen.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class OnTriggerDestroy : MonoBehaviour
{
    private void OnTriggerEnter(Collider col) 
{
{
    if (col.gameObject.tag == "RedBloodCell" && col.gameObject.tag == "WhiteBloodCell" && col.gameObject.tag == "PlateletCell")
    {
       Destroy(col.gameObject);
    
    }
}

}
}

Hello! It appears as though you are using the wrong logical operator. && means “and”, so this code will never fire because a gameObject can only have a single tag and cannot be all three at the same time.

Try the “or” operator instead: ||.

And (unrelated) if you want to be a boss, try col.gameObject.CompareTag("RedBloodCell") instead to avoid allocating strings from native (c++) code.

I tried doing this, as a workaround, but I still cannot figure out how to get the system to acknowledge that it should do something once the three types of gameObjects have been triggered. Any suggestions? @Monsoonexe & @Venividiviciuus
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class OnTriggerDestroy : MonoBehaviour
{   
  public List <string> items;

  private void Start() 
{
   items = new List<string>();
}

   private void OnTriggerEnter(Collider col) 
{
   if(col.CompareTag("Collectable"))
   {
      string itemType = collision.gameObject.getComponent<CollectableScript>().itemType;
      print("collected a:"+ itemType);
      //this stores items in list
      items.Add(itemType);
      print("Inventory length:" + items.Count);

   }
}
}`

`