/// <summary> /// Get time to wait before wandering again /// </summary> private float GetWaitTime() { if ((FSM.LastState == FStatesWander.NotWandering || FSM.LastState == FStatesWander.CannotWander) && !_waitOnStart) { return(0.1f); } if (_currentBotWanderComponent.randomizeWait) { return(RandomHelpers.RandomFloatWithinRange(_currentBotWanderComponent.WaitTime * .75f, _currentBotWanderComponent.WaitTime)); } return(_currentBotWanderComponent.WaitTime); }
IEnumerator AutoSpawn(bool useSpawnerTransformValues = true) { yield return(new WaitForSeconds(RandomHelpers.RandomFloatWithinRange(timeFrom, timeTo))); yield return(new WaitUntil(() => !Paused)); if (IsSpawning) { SpawningCount = GetSpawnCount(); SpawningRemaining = SpawningCount; trySpawn(useSpawnerTransformValues); } }
private float GetWaitTime() { if (m_FSM.LastState == WanderStates.NotWandering || m_FSM.LastState == WanderStates.CannotWander) { return(0.1f); } if (randomizeWait) { return(RandomHelpers.RandomFloatWithinRange(0f, waitTime)); } return(waitTime); }