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Nov 21st, 2018
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  1. var speed:float;
  2.  
  3. private var controller:CharacterController;
  4. private var moveDirection:Vector3;
  5. private var changeTime:float;
  6. private var delay:float;
  7. private var rotNew:float;
  8. private var hit:RaycastHit;
  9.  
  10. function Start(){
  11.     delay = 2;
  12.     rotNew = Random.Range(0,361);
  13.     controller = GetComponent("CharacterController");
  14. }
  15.  
  16. function Update(){
  17.    
  18.     moveDirection = Vector3.forward * speed;
  19.    
  20.     if(changeTime + delay < GLOBAL.fixedTime){
  21.         rotNew = Random.Range(0,361);
  22.         changeTime = GLOBAL.fixedTime;
  23.     }
  24.    
  25.     if(Physics.Raycast(transform.Find("start").position,transform.forward,hit)){
  26.         if(hit.distance < 5){
  27.             transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,-transform.rotation.y,0),0.5);
  28.             Debug.Log("I need to turn " + GLOBAL.fixedTime);
  29.         }else{
  30.             transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,rotNew,0), 0.5 * GLOBAL.deltaTime);
  31.         }
  32.     }
  33.    
  34.     Debug.DrawRay(transform.Find("start").position,transform.forward,Color.red,1);
  35.    
  36.    
  37.    
  38.     transform.Find("skeletonDark").animation.CrossFade("run",0.5);
  39.    
  40.     moveDirection = transform.TransformDirection(moveDirection);
  41.     moveDirection.y -= GLOBAL.gravity;
  42.     controller.Move(moveDirection * GLOBAL.deltaTime);
  43.  
  44. }
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