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