// Use this for initialization
 void Start()
 {
     // find platform from parent
     if (!platform)
     {
         platform = gameObject.GetComponentInParent<Elevator_Platform>();
     }
 }
    // Code that runs on entering the state.
    public override void OnEnter()
    {
        platform = Owner.GetComponent<Elevator_Platform>();

        // show case information
        platform.Get_Elevator().showCaseInfo = platform.nextLevel.levelRef;

        currentTime = waitingTime;
    }
    // Code that runs on entering the state.
    public override void OnEnter()
    {
        platform = Owner.GetComponent<Elevator_Platform>();

        // open the outter door
        CloseOutter();
        // open the inter door
        CloseInner();

        currentTime = delayTime;
    }
    // Code that runs on entering the state.
    public override void OnEnter()
    {
        platform = Owner.GetComponent<Elevator_Platform>();

        // need to find the next level
        if (!platform.nextLevel)
        {
            Fsm.Event(findNextLevel);
        }

        // move to
        platform.MoveTo();
    }
Exemplo n.º 5
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    // Use this for initialization
    void Start()
    {
        // make dictionary
        MakeDictionary();

        // find platform in children
        if (!platform)
        {
            platform = gameObject.GetComponentInChildren<Elevator_Platform>();
        }

        // initial the next level
        nextLevel = levels[startAtLevelIndex];
    }
 // Code that runs on entering the state.
 public override void OnEnter()
 {
     platform = Owner.GetComponent<Elevator_Platform>();
     currentTime = delayTime;
 }