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- var speed:float;
- private var controller:CharacterController;
- private var moveDirection:Vector3;
- private var changeTime:float;
- private var delay:float;
- private var rotNew:float;
- private var hit:RaycastHit;
- function Start(){
- delay = 2;
- rotNew = Random.Range(0,361);
- controller = GetComponent("CharacterController");
- }
- function Update(){
- moveDirection = Vector3.forward * speed;
- if(changeTime + delay < GLOBAL.fixedTime){
- rotNew = Random.Range(0,361);
- changeTime = GLOBAL.fixedTime;
- }
- if(Physics.Raycast(transform.Find("start").position,transform.forward,hit)){
- if(hit.distance < 5){
- transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,-transform.rotation.y,0),0.5);
- Debug.Log("I need to turn " + GLOBAL.fixedTime);
- }else{
- transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,rotNew,0), 0.5 * GLOBAL.deltaTime);
- }
- }
- Debug.DrawRay(transform.Find("start").position,transform.forward,Color.red,1);
- transform.Find("skeletonDark").animation.CrossFade("run",0.5);
- moveDirection = transform.TransformDirection(moveDirection);
- moveDirection.y -= GLOBAL.gravity;
- controller.Move(moveDirection * GLOBAL.deltaTime);
- }
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