private Player player;						// Get the Player class.

		// Also need to change the circle collider? Here's an example how to achieve this:
		// public class DefaultHitbox {
		//		...
		// 		public float circleRadius;
		// 		public Vector2 circleSize;
		// }
		// 
		// Inside the ChangeHitbox function:
		// circleCollider.radius = defaultHitbox.circleRadius;
		// circleCollider.size = defaultHitbox.circleSize;

		// Use this for initialization.
		void Start () {
			// Setting up references.
			boxCollider = GetComponent<BoxCollider2D>();
			circleCollider = GetComponent<CircleCollider2D>();
			player = GetComponent<Player>();

			// Set default hitbox.
			ChangeHitbox("default");
		}
		private bool snappedToMiddle = false;		// Variable that determines if the player is snapped to the middle.

		// Use this for initialization.
		void Start () {
			// Setting up references.
			player = GetComponent<Player>();
			boxCollider = GetComponent<BoxCollider2D>();
		}
		private bool canJumpDown = false;			// Determines if the player is allowed to jump down.

		// Use this for initialization.
		void Start() {
			// Setting up references.
			player = GameObject.FindGameObjectWithTag("Player");
			playerScript = player.GetComponent<Player>();
			platform = GetComponentInParent<PlatformJumpThrough>();
		}
		private Player player;						// Get the Player class.

		// Use this for initialization.
		void Start () {
			// Setting up references.
			player = GetComponent<Player>();
		}
		private float enableTimer;					// Used to count down before the collisions are enabled.

		// Use this for initialization.
		void Start () {
			// Setting up references.
			player = GameObject.FindGameObjectWithTag("Player");
			playerScript = player.GetComponent<Player>();
			cols = player.GetComponents<Collider2D>();
		}