void CheckIfFade()
 {
     if (M_PlayerControllerSupport.INSTANCE.CurrentPlayerSelection == M_PlayerControllerSupport.PlayerSelection.Mark)
     {
         CurrentPlayerFadeState = PlayerFadeState.fadeMark2;
         if (M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.x + M_Controller_Mark.MARK_CHARCONTROLLER.radius < M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.x - M_Controller_Mark2.MARK2_CHARCONTROLLER.radius * 2 ||
             M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.x - M_Controller_Mark.MARK_CHARCONTROLLER.radius > M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.x + M_Controller_Mark2.MARK2_CHARCONTROLLER.radius * 2 ||
             M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.y > M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.y + M_Controller_Mark2.MARK2_CHARCONTROLLER.height ||
             M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.y + M_Controller_Mark.MARK_CHARCONTROLLER.height < M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.y)
         {
             CurrentPlayerFadeState = PlayerFadeState.noFade;
         }
     }
     if (M_PlayerControllerSupport.INSTANCE.CurrentPlayerSelection == M_PlayerControllerSupport.PlayerSelection.Mark2)
     {
         CurrentPlayerFadeState = PlayerFadeState.fadeMark;
         if (M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.x + M_Controller_Mark2.MARK2_CHARCONTROLLER.radius < M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.x - M_Controller_Mark.MARK_CHARCONTROLLER.radius * 2 ||
             M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.x - M_Controller_Mark2.MARK2_CHARCONTROLLER.radius > M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.x + M_Controller_Mark.MARK_CHARCONTROLLER.radius * 2 ||
             M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.y > M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.y + M_Controller_Mark.MARK_CHARCONTROLLER.height ||
             M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.y + M_Controller_Mark2.MARK2_CHARCONTROLLER.height < M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.y)
         {
             CurrentPlayerFadeState = PlayerFadeState.noFade;
         }
     }
 }
 void CheckIfFade()
 {
     if (M_PlayerControllerSupport.INSTANCE.CurrentPlayerSelection == M_PlayerControllerSupport.PlayerSelection.Mark)
     {
         CurrentPlayerFadeState = PlayerFadeState.fadeMark2;
         if (M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.x + M_Controller_Mark.MARK_CHARCONTROLLER.radius < M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.x - M_Controller_Mark2.MARK2_CHARCONTROLLER.radius * 2 ||
             M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.x - M_Controller_Mark.MARK_CHARCONTROLLER.radius > M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.x + M_Controller_Mark2.MARK2_CHARCONTROLLER.radius * 2 ||
             M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.y > M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.y + M_Controller_Mark2.MARK2_CHARCONTROLLER.height ||
             M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.y + M_Controller_Mark.MARK_CHARCONTROLLER.height < M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.y)
         {
             CurrentPlayerFadeState = PlayerFadeState.noFade;
         }
     }
     if (M_PlayerControllerSupport.INSTANCE.CurrentPlayerSelection == M_PlayerControllerSupport.PlayerSelection.Mark2)
     {
         CurrentPlayerFadeState = PlayerFadeState.fadeMark;
         if (M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.x + M_Controller_Mark2.MARK2_CHARCONTROLLER.radius < M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.x - M_Controller_Mark.MARK_CHARCONTROLLER.radius * 2 ||
             M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.x - M_Controller_Mark2.MARK2_CHARCONTROLLER.radius > M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.x + M_Controller_Mark.MARK_CHARCONTROLLER.radius * 2 ||
             M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.y > M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.y + M_Controller_Mark.MARK_CHARCONTROLLER.height ||
             M_Controller_Mark2.MARK2_CHARCONTROLLER.transform.position.y + M_Controller_Mark2.MARK2_CHARCONTROLLER.height < M_Controller_Mark.MARK_CHARCONTROLLER.transform.position.y)
         {
             CurrentPlayerFadeState = PlayerFadeState.noFade;
         }
     }
 }