//-----------------------------------------------------------------------------------------------------------------------------------------------

    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("Player"))
        {
            other.gameObject.transform.position = transform.GetChild(0).gameObject.transform.position;

            //TODO ESTO HABRÍA QUE QUITARLO MAS ADELANTE, ES UN APAÑO PARA PODER DECIDIR SI EL PORTAL LLEVA A INGAME (DESDE EL FILE SELECTOR), ES PROVISIONAL
            if (sendsIngame)
            {
                gameStateDataScriptRef.SetSceneState(GameStateScript.SceneState.INGAME);
            }
            //-----------------------------------------------------------------------------------------------------------------------------------------------
        }
    }
    void FixedUpdate()
    {
        if (gameStateDataScriptRef.GetSceneState() == GameStateScript.SceneState.INGAME) //This update section only works if we're INGAME:
        {
            //print(input.getInput("Pause"));

            //Pause input:
            if (input.getInput("Pause") != 0)
            {
                gameStateDataScriptRef.PauseGame(!gameStateDataScriptRef.gamePaused);
                gameStateDataScriptRef.SetSceneState(GameStateScript.SceneState.OPTIONS);
            }

            pressedBaseInteraction = input.isPressed("BaseInteraction");

            /// PASSIVE INTERACTION (Sphere Light)
            Collider[] hitColliders = Physics.OverlapSphere(CylindricLight.transform.position, GetComponent <PlayerLight>().lightSphere.range - 3); //(Sphere center, Radius)
            int        tmp          = 0;
            for (int i = 0; i < hitColliders.Length; i++)
            {
                if (hitColliders[i].isTrigger)
                {
                    if (hitColliders[i].gameObject.CompareTag("PlayerLight"))
                    {
                        continue;
                    }
                    switch (hitColliders[i].gameObject.tag)
                    {
                    case "LightOrb":
                        if (input.isPressed("LightMax"))
                        {
                            hitColliders[i].GetComponent <LightOrb>().ChargeOrb(Color.white, amount);                                 //Attempt to charge the light orb if we are expanding the player light sphere radius (Default white from player white ray)
                        }
                        else if (input.isPressed("BaseInteraction"))
                        {
                            hitColliders[i].GetComponent <LightOrb>().SubtractFromOrb();                                             //Attempt to subtract energy from the light orb if we press Q
                        }
                        break;

                    case "BlackInsect":
                        BlackInsect(hitColliders[i]);
                        break;

                    case "Mirror":
                        //if (pressedBaseInteraction != 0 && prevBaseInteraction == 0) { FindObjectOfType<CameraScript>().setFocus(hitColliders[i].gameObject); }
                        //if (pressedBaseInteraction && !prevBaseInteraction) { hitColliders[i].GetComponentInParent<MirrorRotateController>().Toggle(); }
                        break;

                    case "OpticalFiber":
                        // Make closest node work (switching reverse or not):
                        hitColliders[i].GetComponentInParent <OpticalFiber>().SetClosestNode(transform);

                        // Charge optical fiber:

                        if (input.isPressed("LightMax"))
                        {
                            hitColliders[i].GetComponent <OpticalFiber_Node>().AddCharge(amount);
                        }
                        //else if (input.isPressed("BaseInteraction")) hitColliders[i].GetComponentInParent<OpticalFiber>().StartPlayerMode(transform);
                        break;

                    default: break;
                    }
                    tmp++;
                }
            }

            prevBaseInteraction = pressedBaseInteraction;
        }

        /*
         * else if (gameStateDataScriptRef.GetSceneState() == GameStateScript.SceneState.FILESELECT) //This update section only works if we're in FILESELECT:
         * {
         ++timer;
         *
         *  if (input.getInput("Horizontal") != 0 && timer > selectDelay)
         *  {
         *      highlightedFile[0] = !highlightedFile[0];
         *      timer = 0;
         *  }
         *  else if (input.getInput("Vertical") != 0 && timer > selectDelay)
         *  {
         *      highlightedFile[1] = !highlightedFile[1];
         *      timer = 0;
         *  }
         *
         *  boatOutlinesOff();
         *
         *  //FILE SELECTOR:
         *  if (highlightedFile[0] == false && highlightedFile[1] == false)
         *  {
         *      highlightedFilenum = 1;
         *      FileSelectorBoat1.GetComponentInChildren<cakeslice.Outline>().enabled = true;
         *  }
         *  else if (highlightedFile[0] == true && highlightedFile[1] == false)
         *  {
         *      highlightedFilenum = 2;
         *      FileSelectorBoat2.GetComponentInChildren<cakeslice.Outline>().enabled = true;
         *  }
         *  else if (highlightedFile[0] == false && highlightedFile[1] == true)
         *  {
         *      highlightedFilenum = 3;
         *      FileSelectorBoat3.GetComponentInChildren<cakeslice.Outline>().enabled = true;
         *  }
         *  if (highlightedFile[0] == true && highlightedFile[1] == true)
         *  {
         *      highlightedFilenum = 4;
         *      FileSelectorBoat4.GetComponentInChildren<cakeslice.Outline>().enabled = true;
         *  }
         *
         *  //INSERT LOAD SELECTED FILE HERE:
         *  if (input.getInput("Submit") != 0)
         *  {
         *      //Provisional stuff for now:
         *      boatOutlinesOff();
         *      gameStateDataScriptRef.SetSceneState(GameStateScript.SceneState.INGAME);
         *
         *      transform.position = BaseWorldSpawnRef.transform.position;
         *  }
         * }*/
    }