public void ChangeHaunting(int haunt) { hauntingLevel = Mathf.Clamp(hauntingLevel + haunt, 0, requiredToHaunt); //roomTension += haunt; if (hauntingLevel >= requiredToHaunt / 2) { //locController.UnblockAdjacentRooms(transform.position.x, transform.position.y, isStairs); } if (hauntingLevel >= requiredToHaunt) { isHaunted = true; specterData.inSafeRoom = true; playManager.CountHauntedRooms(); } currentColor = spriteRenderer.color; colorLerpTime = 0f; }