private void Update_Looking() { if (m_LookDelayTimeout <= Time.timeSinceLevelLoad) { m_MovementController.PlayDirectionAnimation(LOOK_DIRS[m_LookDirIdx++]); m_MovementController.PlayDirectionAnimation(new Vector2(0.0f, 0.0f)); if (m_LookDirIdx >= LOOK_DIRS.Length) { m_CurrentState = State.Moving; m_LookDirIdx = 0; m_LookDelayTimeout = 0.0f; } else { m_LookDelayTimeout = Time.timeSinceLevelLoad + UnityEngine.Random.Range(m_LookDelayMin, m_LookDelayMax); } } }