void OnTriggerStay(Collider other) { if ((other.tag == "Player") && (Input.GetKeyDown(KeyCode.Space)) && (currentHealth < startHealth) && (soulCount >= repairCost)) { currentHealth = startHealth; accessSouls.GetComponent <SoulHolder>().ReduceSouls(repairCost); Debug.Log("Turret Repaired"); } if (currentHealth == startHealth) { repairText.text = (""); } }