void OnTriggerExit2D(Collider2D collision)
 {
     nearStairs            = !nearStairs;
     nearbyStairs          = null;
     stairsInfo            = null;
     nearbyStairsTransform = null;
 }
 void OnTriggerExit2D(Collider2D collision)
 {
     if (collision.gameObject.CompareTag("Stairs"))
     {
         nearStairs            = false;
         nearbyStairs          = null;
         stairsInfo            = null;
         nearbyStairsTransform = null;
     }
 }
 void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.CompareTag("Stairs"))
     {
         nearStairs            = true;
         nearbyStairs          = collision.gameObject;
         stairsInfo            = nearbyStairs.GetComponent <StairsInfo>();
         nearbyStairsTransform = nearbyStairs.GetComponent <Transform>();
         stairsFacing          = stairsInfo.facing;
         stairsSlope           = stairsInfo.slope;
     }
 }
 void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.CompareTag("Stairs") && playerGroundedCheck.isGrounded == true)
     {
         nearStairs            = true;
         nearbyStairs          = collision.gameObject;
         stairsInfo            = nearbyStairs.GetComponent <StairsInfo>();
         nearbyStairsTransform = nearbyStairs.GetComponent <Transform>();
         stairsFacing          = stairsInfo.facing;
         stairsSlope           = stairsInfo.slope;
     }
     if (collision.gameObject.CompareTag("Enemy") && isInvulnerable == false && isHit == false)
     {
         TakeDamage();
     }
 }
 void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.CompareTag("Stairs"))
     {
         nearStairs            = true;
         nearbyStairs          = collision.gameObject;
         stairsInfo            = nearbyStairs.GetComponent <StairsInfo>();
         nearbyStairsTransform = nearbyStairs.GetComponent <Transform>();
         stairsFacing          = stairsInfo.facing;
         stairsSlope           = stairsInfo.slope;
     }
     if (collision.gameObject.CompareTag("Enemy") && isInvulnerable == false && isHit == false)
     {
         TakeDamage();
         //knockback + take damage + invincibility
         //die if necessary
     }
 }