private void OnTriggerStay(Collider other) { if (other.gameObject.CompareTag(Tags.repairObjectTag)) { if (Input.GetButtonDown("Fire1")) { BreakableObject breakableObject = other.GetComponent <BreakableObject>(); breakableObject.InReparation(); Invoke("EnableMovement", breakableObject.reparationTime); AudioManager.instance.PlayAudio(AudioManager.instance.playerAudio, AudioKey.Repair); UIManager.instance.TriggerRepairProgress(); fsm = FSM.Repairing; } } }