private void OnTriggerStay(Collider other) { if (other.tag.CompareTo("Wall") == 0) { //print("wall in:" + other.name); //make sure the encountered wall woulden't be released if (releasedWall == other.gameObject) { releasedWall = null; } //check if this wall isn't covered by other walls Slider_Controller slider_Con = other.gameObject.GetComponent <Slider_Controller>(); if (other.gameObject.transform.GetChild(0).gameObject.activeSelf) { if (!solvedWallList.Contains(other.gameObject)) { Animator states = statesController.Allocate_wall(other.gameObject); //solvedWallList.Add(other.gameObject); int counter = states.GetInteger("NearWallCounter") + 1; if (counter > 100) { counter = 100; } states.SetInteger("NearWallCounter", counter); } } /*if(states != null) * { * int counter = states.GetInteger("NearWallCounter") + 2; * if (counter > 100) * counter = 100; * states.SetInteger("NearWallCounter", counter); * }*/ } }