// Use this for initialization
 void Start()
 {
     if (Indicator1 != null)
     {
         Indicator1.SetActive(false);
     }
     if (Indicator2 != null)
     {
         Indicator2.SetActive(false);
     }
     if (Indicator3 != null)
     {
         Indicator3.SetActive(false);
     }
 }
 private void OnTriggerExit2D(Collider2D other)
 {
     if (other.tag == "Detective")
     {
         PlayerCollided = false;
         if (Indicator1 != null)
         {
             Indicator1.SetActive(false);
         }
         if (Indicator2 != null)
         {
             Indicator2.SetActive(false);
         }
         if (Indicator3 != null)
         {
             Indicator3.SetActive(false);
         }
     }
 }
    // Update is called once per frame
    void Update()
    {
        float move = Input.GetAxis("Vertical");

        if (PlayerCollided)
        {
            if (PressUp)
            {
                Indicator1.SetActive(true);
            }
            if (PressDown)
            {
                Indicator2.SetActive(true);
            }
            if (PressE)
            {
                Indicator3.SetActive(true);
            }

            if (PressUp && move > 0)
            {
                Game.current.trackingGame.GameplayPaused  = false;
                Game.current.trackingGame.RoomLastVisited = LeavingThisLocationName;
                SceneManager.LoadScene(room1);
            }
            else if (PressDown && move < 0)
            {
                Game.current.trackingGame.GameplayPaused = false;
                SceneManager.LoadScene(room2);
            }
            else if (PressE && Input.GetButtonDown("EButton"))
            {
                Game.current.trackingGame.GameplayPaused  = false;
                Game.current.trackingGame.RoomLastVisited = LeavingThisLocationName;
                SceneManager.LoadScene(room3);
            }
        }
    }