void OnTriggerExit2D(Collider2D triggerCollider) { Debug.Log(gameObject.name + " no longer colliding with trigger."); //If the player reads a whole transmission, "transmitting" will be false, //and we do not want to show a "transmission" lost message when they leave //the area in that acse. if (transmitting) { controller.SetTextOneOff(Transmission.transmissionLost, true); controller.EndDialogue(advanceDelay); } if (hasAudio) { audioSource.Stop(); } timer = 0; transmitting = false; commLightSwitcher.SetSprite(1); signalBar.fillAmount = 0; }