// // ©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 RandomizedState : StateMachineBehaviour { [Header("Add RandomFinished trigger to transition to next state")] [SerializeField] private float minTime = 2f; [SerializeField] private float maxTime = 4f; [SerializeField] private string randomfinishedStr = "RandomFinished"; private float currentTimeBeforeBlink; private float timeElapsed; public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Randomize(); } private void Randomize() { currentTimeBeforeBlink = Random.Range(minTime, maxTime); timeElapsed = 0f; } public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { timeElapsed += Time.deltaTime; if (timeElapsed >= currentTimeBeforeBlink) { animator.SetTrigger(Animator.StringToHash(randomfinishedStr)); } } } }