// Use this for initialization
    void Start()
    {
        PrinceState = PlayerPrinceState.WithoutPrince;

        rb_Player = GetComponent <Rigidbody2D>();
        Main      = GameObject.FindWithTag("MainCamera");
        Down      = transform.TransformDirection(Vector3.down);
    }
 private void OnTriggerStay2D(Collider2D collision)
 {
     if (collision.tag == "Prince Tosser")
     {
         if (Input.GetKeyDown(KeyCode.Q) && PrinceState == PlayerPrinceState.WithoutPrince)
         {
             PrinceState = PlayerPrinceState.WithPrince;
         }
     }
 }
    // Update is called once per frame
    void Update()
    {
        //Player movement - Replace with Forces?
        if (Input.GetKey(KeyCode.A))
        {
            transform.position = new Vector3(transform.position.x - m_Speed * Time.deltaTime, transform.position.y, transform.position.z);
            em_Direction       = PlayerDirection.Left;
        }
        else if (Input.GetKey(KeyCode.D))
        {
            transform.position = new Vector3(transform.position.x + m_Speed * Time.deltaTime, transform.position.y, transform.position.z);
            em_Direction       = PlayerDirection.Right;
        }

        if (Physics2D.Raycast(transform.position, Down, 1f))
        {
            m_CanJump = true;
            // Debug.Log("Something below!");
        }

        if (Input.GetKeyDown(KeyCode.E) && m_CanJump == true)
        {
            rb_Player.AddForce(new Vector2(0, 10), ForceMode2D.Impulse);
            m_CanJump = false;
        }

        if (Input.GetKeyUp(KeyCode.R) && PrinceState == PlayerPrinceState.WithPrince)
        {
            PrinceState = PlayerPrinceState.ThrownPrince;
        }
        else if (Input.GetKey(KeyCode.F) && PrinceState == PlayerPrinceState.WithPrince)
        {
            //Magic number, change
            m_ThrowStrength = m_ThrowStrength + 0.1f;
        }
        else if (Input.GetKeyUp(KeyCode.F) && PrinceState == PlayerPrinceState.WithPrince)
        {
            StartCoroutine("StoreThrowPower");
            PrinceState = PlayerPrinceState.LobbedPrince;

            m_ThrowStrength = 0;
        }
    }