private void OnTriggerStay2D(Collider2D collision) // function for handling trigger entering (staying on something goes here) { if (direction == 0) { if (collision.CompareTag("FenceFront")) { InFrontOfFence = true; //Debug.Log("Player is in front of the fence"); } if (collision.CompareTag("FenceBack")) { AtBackOfFence = true; //Debug.Log("Player is at back of the fence"); } if (collision.CompareTag("WaterCollider")) { OnWater = true; //Debug.Log("Player is on water"); } if (collision.CompareTag("FloatingObjectLog")) { OnWaterObjectLog = true; //Debug.Log("Player is on log"); } if (collision.CompareTag("FloatingObjectLily")) { OnWaterObjectLily = true; //Debug.Log("Player is on lily"); } if (collision.CompareTag("FinishCollider")) { //Debug.Log("Passed"); HasPassed = true; Settings.ScoreCount += 150 * (Settings.Difficulty - 1); StartCoroutine(Event_Passed_To_Other_Side()); } if (collision.CompareTag("ScoreCollider")) { Vector3 movescorecollider = GameBoardScript.ScoreCollider.transform.position; movescorecollider.y++; GameBoardScript.ScoreCollider.transform.position = movescorecollider; //Debug.Log("Score + 5"); GameBoardScript.AddScore(false); // false - add score normally } } }