Initial commit: Unity WordConnect project
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// // ©2015 - 2025 Candy Smith
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// // All rights reserved
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// // Redistribution of this software is strictly not allowed.
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// // Copy of this software can be obtained from unity asset store only.
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// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
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// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// // THE SOFTWARE.
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace WordsToolkit.Scripts.AnimationBehaviours
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{
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public class DelayBeforeStart : StateMachineBehaviour
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{
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private float delay;
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private bool hasStartedOnce;
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[FormerlySerializedAs("randomMax")]
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[SerializeField]
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private float delayMax;
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public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (!hasStartedOnce)
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{
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delay = delayMax;
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animator.speed = 0;
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}
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else
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{
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animator.speed = 1;
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}
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}
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public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (!hasStartedOnce)
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{
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delay -= Time.deltaTime;
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if (delay <= 0)
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{
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animator.speed = 1;
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hasStartedOnce = true;
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}
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}
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}
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}
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}
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