private var state:int=1; //0 begin, 1 move, 2 idle, 3 die, 4 idle2
private var stateChangeDone:boolean=false;
private var timeCounter:float=0;
private var behavChangeTime:float=1;
//RANDOM ROT OVER TIME VARIABLES
private var right:boolean=true;
private var timeOfChange:float;
private var rotTimeCounter:float;
private var lendulet:float;
private var rnd:float;
private var xStart:float;
private var zStart:float;
var moveSpeed:float=0.65;
var moveAnimSpeed:float=1;
var rotSpeed:float=1;
var rotTreshold:float=80;
var killTime:float=30;
var move2:boolean=false;
private var useMove2:boolean=false;
private var killTimeCounter:float=0;
function Start () {
behavChangeTime=Random.Range(1, 4);
timeOfChange=Random.Range(0, 3);
xStart=transform.position.x;
zStart=transform.position.z;
[GetComponent.<Animation>().clip.name].speed = moveAnimSpeed;
}
function Update () {
timeCounter+=Time.deltaTime;
killTimeCounter+=Time.deltaTime;
if (timeCounter>behavChangeTime)
{
timeCounter=0;
if (state==1&&stateChangeDone==false)
{
rnd=Random.Range(0, 100);
if (rnd<10) state=2;
if (rnd>10&&rnd<20) state=4;
if (rnd<60)
{
useMove2=false;
behavChangeTime=Random.Range(1, 4);
} else {
useMove2=true;
behavChangeTime=0.5;
}
stateChangeDone=true;
}
if (state==2&&stateChangeDone==false)
{
rnd=Random.Range(0, 100);
if (rnd<50) state=1;
if (rnd>75) state=4;
stateChangeDone=true;
}
if (state==4&&stateChangeDone==false)
{
rnd=Random.Range(0, 100);
if (rnd<50) state=1;
if (rnd>75) state=2;
stateChangeDone=true;
}
stateChangeDone=false;
}
if (killTime