private void OnTriggerEnter2D(Collider2D collision)
 {
     //Damage player when hit, turn on the scream sound, turn big and opague for 1s
     if (collision.gameObject.tag == "Player")
     {
         Debug.Log("hit player");
         screamAudioControl.Play();
         player.loseHP(damage);
         transform.localScale *= jumpOutScale;
         spr.color             = new Color(spr.color.r, spr.color.g, spr.color.b, 1.0f);
         transform.DOScale(oldScale, 1.0f).Play();
         spr.DOFade(0f, 1.0f).Play();
         //seq.Restart();
     }
 }
    private void Update()
    {
        if (player.hp <= 0)
        {
            Die();
        }
        rigi.velocity = Vector2.zero;
        direction     = Vector2.zero;


        //Movement Control
        if (!fl.getFlashLight())
        {
            direction = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));

            anim.SetFloat("x", Input.GetAxis("Horizontal"));
            anim.SetFloat("y", Input.GetAxis("Vertical"));

            rigi.velocity = direction * speed * playerSpeedScale;
        }

        //Turn on off the flash light
        if (Input.GetButton("Light"))
        {
            TurnOnFlashLight();
        }
        else if (Input.GetButtonUp("Light"))
        {
            TurnOffFlashLight();
        }

        //Leave blood mark
        if (Input.GetButtonDown("Mark"))
        {
            if (player.hp > 1)
            {
                Instantiate(mark, transform.position, Quaternion.identity);
                player.loseHP(1);
            }
        }

        if (!isCooling)
        {
            if (Input.GetButton("Sprint"))
            {
                if (player.stamina > 0)
                {
                    playerSpeedScale = speedUpScale;
                    consumeStamina();
                }
                else
                {
                    playerSpeedScale = 1;
                    isCooling        = true;
                    StartCoroutine(CoolingTime());
                }
            }
            else
            {
                if (player.stamina < 1)
                {
                    playerSpeedScale = 1;
                    recoverStamina();
                }
                else
                {
                    playerSpeedScale = 1;
                }
            }
        }
        else
        {
            playerSpeedScale = 1;
        }
    }