void OnTriggerStay(Collider obj)
 {
     if (obj.CompareTag("Player") || obj.CompareTag("Weapon"))
     {
         // If it's an unlockable door not a normal one
         if (tag == "LockUnlockDoor")
         {
             canView = true;
             // If the player's inventory has the key or it's open already
             Door_LockUnlock door = GetComponent <Door_LockUnlock>();
             if (door == null)
             {
                 Debug.LogError("You probably forgot to add a door_Lock_Unlock script");
             }
             if (door.playerHasMatchingKey() || door.open)
             {
                 canView     = false;
                 canTeleport = !canView;
             }
         }
         // Normal door
         else
         {
             canView     = false;
             canTeleport = true;
         }
     }
 }
    private void CheckTeleported()
    {
        // We've been teleported to the new position
        if (Time.time >= fadeTimer + durationToFade / 2 && fadeTimer != 0.0f)
        {
            // Move player to pos
            player.transform.position = posOfPlace;

            // Handle camera changes
            cameraManager.DeactivateAllCameras();
            cameraToMoveTo.SetActive(true);

            // Handle state changes
            player_controller.isTeleporting = false;
            canTeleport = false;

            // Handle timer changes
            fadeTimer = 0.0f;

            // Change door state if not opened
            if (tag == "LockUnlockDoor")
            {
                Door_LockUnlock door = GetComponent <Door_LockUnlock>();
                // Haven't opened door yet
                if (!door.open)
                {
                    door.setDoorOpen(true);
                    player_controller.inventoryHandler.removeKeyWithID(door.DoorID);
                }
            }

            // Set respawn values
            player_controller.spawnPos.position            = posOfPlace;
            player_controller.cameraRespawnLookingAtPlayer = cameraToMoveTo;
        }
    }