public void OnStart() { _onTime = 1.0f; _transitionOffTime = 0.1f; _transitionOnfTime = 0.2f; _minOffHoldTime = 0.1f; _maxOffHoldTime = 0.5f; _minOnHoldTime = 0.1f; _maxOnHoldTime = 0.5f; _minoffinten = 0.1f; _maxoffinten = 0.5f; _minonintern = 0.8f; _maxonintern = 1.1f; smc = new StateMachineController(); light = gameObject.RequireComponent <CLight>(); timer += MMath.GetRandomFloat() * 2.0f; lighthold = new State(smc, null, null, null, MinOnHoldTime, null); lighton = new State(smc, S_LightOn_Start, S_Light_Update, null, TransitionOnTime, lighthold); lightoff = new State(smc, S_LightOff_Start, S_Light_Update, null, TransitionOffTime, lighthold); smc.SetState(lightoff); mSound = gameObject.RequireComponent <CSound>(); }
public Vector3 GetBoundsOnSphere() { float x = MMath.GetRandomFloat() * zone.width + zone.GetLeftBound(); float y = MMath.GetRandomFloat() * zone.height + zone.GetBottomBound(); float z = MMath.GetRandomFloat() * zone.depth + zone.GetFrontBound(); x = MMath.Clamp(x, zone.GetLeftBound(), zone.GetRightBound()); y = MMath.Clamp(y, zone.GetBottomBound(), zone.GetTopBound()); z = MMath.Clamp(z, zone.GetFrontBound(), zone.GetBackBound()); return(new Vector3(x, y, z)); }