2D Hiding mechanic troubles (Else statement not executing)

So I am trying to make a hiding mechanic, and this method called hide is called when you press e, but it does not work fully.

So when I press E the character vanishes, this is supposed to happen, then I press E again, but nothing happens, at one point I put a debug.log into the else statement, and I found that it never got put onto the console.

void hide()
    {
        if (Player.GetComponent<BoxCollider2D>().enabled == true)
        {

            Player.GetComponent<BoxCollider2D>().enabled = false;
            Player.GetComponent<Rigidbody2D>().simulated = false;
            Player.GetComponent<SpriteRenderer>().enabled = false;

        }
        else 
        {
            Player.GetComponent<BoxCollider2D>().enabled = true;
            Player.GetComponent<Rigidbody2D>().simulated = true;
            Player.GetComponent<SpriteRenderer>().enabled = true;
          
        }
    }

anyone know whats going on here?

Okay, after recieving some help (Comments to my post here) those who were helping me sort this out came to this conclusion:
Use OnTriggerEnter and Exit and not Stay.
This seems to be working.

private int Status; //0 = nohide, 1 = hide

	private void Start()
	{
        Status = 0;

       
	}

	public GameObject Player;

	private void OnTriggerEnter2D(Collider2D other)
	{
        hide();
	}

    private void OnTriggerExit2D (Collider2D other)
	{
        hide();
	}

	private bool Rigi; 
    private bool Spi; 
    private bool Box; 

    void hide()

    {

        if (Status == 0)
        {

            Status = 1;
            Player.GetComponent<SpriteRenderer>().enabled = false;

    

          
            Spi = false;
            Box = false;

        } //break point was never activated, so the else statement as a whole simply is not executing it seems.

         else 
        {
            Status = 0;

           Player.GetComponent<SpriteRenderer>().enabled = true;
          

          
            Spi = true;
            Box = true;
        }
    }

}