// When in prep state, call this function to change the state public void switchToState(ON_STAIR_AREA state_in, Globals.STAIR_FACING Stairfacing_in, GameObject StairTrigger) { prepXcenter = StairTrigger.transform.position.x; Stairfacing = Stairfacing_in; onStairArea = state_in; curStair = StairTrigger.transform.parent.gameObject.GetComponent<StairController>(); curStairSteps = curStair.StairSteps; if (!curStair) { Debug.LogError("STAIR: can't get parent stair controller"); } // get the curStairSteps here // determin curNumOfSteps here if (state_in == ON_STAIR_AREA.PrepDown && onStairState == ON_STAIR_STATE.Not) { curNumOfSteps = curStairSteps; } else if (state_in == ON_STAIR_AREA.PrepUp && onStairState == ON_STAIR_STATE.Not) { curNumOfSteps = 0; } }
// init with the stair steps void Start() { stairFacing = transform.GetComponentInParent <StairController> ().stairFacing == Globals.STAIR_FACING.Left ? Globals.STAIR_FACING.Right : Globals.STAIR_FACING.Left; }
// init with the stair steps void Start() { stairFacing = transform.GetComponentInParent <StairController> ().stairFacing; }