void OnTriggerExit(Collider other) { if (other.tag == "Player") { Target.FadeOut(); } }
void Update() { if (Vector2.Distance(player.transform.position, this.transform.position) <= range) { if (doorReminder && !GetComponent <CheckRings>().GetDoorOpen()) { text.FadeIn(); } else if (!doorReminder) { text.FadeIn(); } else { text.FadeOut(); } } else { text.FadeOut(); } }