void SetupNewMove() { // Random round time m_TimeRound = m_Time + Random.Range(-m_TimeSpread, m_TimeSpread); m_TimeCount = 0; // Check for update float state and random next position if (m_statMove == statMove.statMoveAway) { m_statMove = statMove.statMoveBack; } else if (m_statMove == statMove.statMoveBack || m_statMove == statMove.statMoveBegin) { // Random next position m_EndPosition = m_StartPosition + new Vector3(Random.Range(-m_HorizontalSpread, m_HorizontalSpread), Random.Range(-m_VerticalSpread, m_VerticalSpread), Random.Range(-m_HorizontalSpread, m_HorizontalSpread)); m_statMove = statMove.statMoveAway; } }
void SetupNewMove() { // Random round time m_TimeRound = m_Time + Random.Range(-m_TimeSpread,m_TimeSpread); m_TimeCount = 0; // Check for update float state and random next position if(m_statMove==statMove.statMoveAway) { m_statMove = statMove.statMoveBack; } else if(m_statMove==statMove.statMoveBack || m_statMove==statMove.statMoveBegin) { // Random next position m_EndPosition = m_StartPosition + new Vector3(Random.Range(-m_HorizontalSpread,m_HorizontalSpread), Random.Range(-m_VerticalSpread,m_VerticalSpread), Random.Range(-m_HorizontalSpread,m_HorizontalSpread)); m_statMove = statMove.statMoveAway; } }