protected override void Awake() { base.Awake(); _movement.Initialize(this); _target = FindObjectOfType <PlayerController>().gameObject; _toggleChaseTime = Time.time + _chaseTime.GetRandom(); }
private void doSpawn() { GameObject obj = getFromPool().gameObject; obj.transform.position = transform.position; obj.transform.rotation = Quaternion.identity; _nextSpawnTime = Time.time + _spawnFrequency.GetRandom(); }
private IEnumerator RepeatRoutine() { if (_PlayFasterOnStart) { yield return(new WaitForSeconds(Random.Range(0, _MinMaxFloat.Max))); Audio.SendEvent(new AudioEvent(this, AudioCommands.PLAY, _Identifier, followTransform: transform)); } while (true) { yield return(new WaitForSeconds(_MinMaxFloat.GetRandom())); Audio.SendEvent(new AudioEvent(this, AudioCommands.PLAY, _Identifier, followTransform: transform)); } }
protected override void Update() { if (IsAlive) { if (Time.time >= _toggleChaseTime) { _chasing = !_chasing; _toggleChaseTime = Time.time + (_chasing ? _chaseTime.GetRandom() : _idleTime.GetRandom()); } if (_chasing) { ChaseTarget(); } } _movement.Update(); base.Update(); }
// OnStateEnter is called before OnStateEnter is called on any state inside this state machine public override void OnStateEnter(Animator anim, AnimatorStateInfo stateInfo, int layerIndex) { startSpeed = anim.speed; anim.speed = playbackSpeed.GetRandom(); }
protected override void UpdateLogic(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.SetFloat(_name, _value.GetRandom()); }
public void resetTimer() { _despawnTime = Time.time + _time.GetRandom(); }
IEnumerator DoDestroy() { yield return(new WaitForSeconds(_lifetime.GetRandom())); Destroy(this.gameObject); }
public void TestRangeFloat() { Debug.LogFormat("Random Float Range: {0}", rangeFloatExample.GetRandom()); }