(Unity)自分と相手のカラー情報を比較する

(サンプルコード)

using UnityEngine;

public class CharactorController : MonoBehaviour
{
    public float JumpSpeed;
    private Rigidbody2D rb2d;
    private bool isJumping = false;
    public Sprite[] spritebox;
    private int num = 0;

    void Start()
    {
        rb2d = GetComponent<Rigidbody2D>();
    }

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.UpArrow) && isJumping == false)
        {
            rb2d.linearVelocity = Vector2.up * JumpSpeed;
            isJumping = true;
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            num = (num + 1) % spritebox.Length;

            // ★改良
            //this.gameObject.GetComponent<SpriteRenderer>().sprite = spritebox[num];

            // numに応じて、自分の色を変化(赤>黄>緑>青)させる(ポイント)
            if (num == 0)
            {
                this.gameObject.GetComponent<SpriteRenderer>().color = Color.red;
            }
            else if (num == 1)
            {
                this.gameObject.GetComponent<SpriteRenderer>().color = Color.yellow;
            }
            else if (num == 2)
            {
                this.gameObject.GetComponent<SpriteRenderer>().color = Color.green;
            }
            else if (num == 3)
            {
                this.gameObject.GetComponent<SpriteRenderer>().color = Color.blue;
            }
        }
    }

    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.CompareTag("Floor"))
        {
            isJumping = false;
        }

        // ★追加
        // Barのタグを設定する
        if(collision.gameObject.CompareTag("Bar"))
        {
            // 自分のカラー情報の取得
            Color myColor = this.gameObject.GetComponent<SpriteRenderer>().color;

            // Barのカラー情報の取得
            Color barColor = collision.gameObject.GetComponent<SpriteRenderer>().color;

            // もしも、自分のカラーとBarのカラーが同一ならば
            if(myColor == barColor)
            {
                // Barを破壊する
                Destroy(collision.gameObject);
            }
        }
    }
}