// // ©2015 - 2025 Candy Smith // // All rights reserved // // Redistribution of this software is strictly not allowed. // // Copy of this software can be obtained from unity asset store only. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE // // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // // THE SOFTWARE. using UnityEngine; namespace WordsToolkit.Scripts.AnimationBehaviours { public class RandomWaitTime : StateMachineBehaviour { public float minWaitTime = 2f; public float maxWaitTime = 5f; private float nextChangeTime; private bool isPlaying; public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { nextChangeTime = Time.time + Random.Range(minWaitTime, maxWaitTime); } public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (Time.time >= nextChangeTime) { isPlaying = !isPlaying; animator.speed = isPlaying ? 1 : 0; nextChangeTime = Time.time + Random.Range(minWaitTime, maxWaitTime); } } } }