Files
WordConnect/Assets/WordConnectGameToolkit/Scripts/AnimationBehaviours/RandomizedState.cs

52 lines
1.8 KiB
C#

// // ©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));
}
}
}
}