public void MenuGame()
 {
     ChangeMenu(MenuState.None);
     //If on main menu or win/lose screens will change to play,
     //if in the game does nothing.
     sceneChange.ChangeState(SceneChange.SceneState.Play);
 }
    private void OnTriggerStay2D(Collider2D collision)
    {
        //Debug.Log("collision");
        if (collision.transform.gameObject.tag == "Player" && gameObject.tag == "Goal")
        {
            //if the current level plus one equals the maximum amount of levels
            if (sceneChange.LevelCount + 1 == sceneChange.MaxLevels)
            {
                sceneChange.ChangeState(SceneChange.SceneState.Win);
            }
            else
            {
                //otherwise go to the next level;
                PlayerTimer plaTimer = collision.GetComponentInParent <PlayerTimer>();
                plaTimer.End(sceneChange.LevelCount);
                sceneChange.IncrementLevel();
            }
        }

        else if (collision.transform.gameObject.tag == "Player" && gameObject.tag == "Collectable")
        {
            PlayerPrefs.SetInt("colLevel" + sceneChange.LevelCount, 1);//Change colLevel(1) to true, to signifify that the collectable has been collected.
            UIController.hasCollectedCollectible = true;
            Collider2D myCollider = gameObject.GetComponentInParent <Collider2D>();
            myCollider.enabled = false;
            SpriteRenderer myRenderer = gameObject.GetComponentInParent <SpriteRenderer>();
            myRenderer.enabled = false;
            collectSrc.Play();
        }
    }