<commit_before>﻿using System;
using UnityEngine;

using System.Collections.Generic;
using System.Linq;
using System.Text;
//============[ The component added to the flatRide gameobject;
public class CustomFlatRide : FlatRide
{
    public Phase currentPhase;
    int phaseNum;
    public bool animating;
    public List<Phase> phases = new List<Phase>();
    public List<motor> motors = new List<motor>();
    public override void Start()
    {
        
        base.Start();
    }

    public override void onStartRide()
    {
        foreach (motor m in motors)
        {
            m.GetAxis(this.gameObject);
        }
        Debug.Log("-=====[Starting Ride]=====-");
        Debug.Log("-=====[Phases]=====-");
        foreach (Phase p in phases)
        {
            Debug.Log("---=[Phase]=---");
            Debug.Log("--=[Events]=--");
            foreach (RideAnimationEvent RAE in p.Events)
            {
                Debug.Log("* Event: " + RAE.EventName);
            }


        }

        base.onStartRide();
        foreach (motor m in motors)
        {
            m.Enter();
        }
        if (phases.Count <= 0)
        {
            animating = false;
            return;
        }
        foreach (motor m in motors)
        {
            m.Enter();
        }

        animating = true;
        phaseNum = 0;
        currentPhase = phases[phaseNum];
        currentPhase.running = true;
        currentPhase.Enter();
        currentPhase.Run();
    }
    public override void tick(StationController stationController)<commit_msg>Fix Debug fill<commit_after>﻿using System;
using UnityEngine;

using System.Collections.Generic;
using System.Linq;
using System.Text;
//============[ The component added to the flatRide gameobject;
public class CustomFlatRide : FlatRide
{
    public Phase currentPhase;
    int phaseNum;
    public bool animating;
    public List<Phase> phases = new List<Phase>();
    public List<motor> motors = new List<motor>();
    public override void Start()
    {
        
        base.Start();
    }

    public override void onStartRide()
    {
        foreach (motor m in motors)
        {
            m.GetAxis(this.gameObject);
        }

        base.onStartRide();
        foreach (motor m in motors)
        {
            m.Enter();
        }
        if (phases.Count <= 0)
        {
            animating = false;
            return;
        }
        foreach (motor m in motors)
        {
            m.Enter();
        }

        animating = true;
        phaseNum = 0;
        currentPhase = phases[phaseNum];
        currentPhase.running = true;
        currentPhase.Enter();
        currentPhase.Run();
    }
    public override void tick(StationController stationController)
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