public void OnInput(ref Context context) { context.Active(this); context.SetValue(this, new RotateNodeData() { Value = UnityEngine.Random.Range(0.1f, 0.2f) }); }
public BehaviorStatus BehaviorInput(ref Context context) { context.Active(this); context.SetValue(this, new RotateNodeData() { Value = 0,//UnityEngine.Random.Range(0.1f, 0.2f), StartTime = Time.time }); return(BehaviorStatus.Running); }
public BehaviorStatus BehaviorInput(ref Context context) { if (_random.state == 0 || _random.state == 0x6E624EB7u) { _random = new Random(2251); } context.Active(this); var duration = _random.NextFloat(DurationRangeS, DurationRangeE); var t = (float)context.EntityManager.World.Time.ElapsedTime; Debug.Log($"X:{context.CurrentEntity.Index} == {t}=={duration}"); context.SetValue(this, new MoveNodeStatus { Start = t, Duration = duration }); return(BehaviorStatus.Running); }