using UnityEngine; using System.Collections; public class BlobBehaviour : MonoBehaviour { public float m_MinBounceTime = 0.3f; public float m_MaxBounceTime = 1.0f; public float m_MinJumpForce = 10.0f; public float m_MaxJumpForce = 10.0f; public Vector2 m_MinJumpVector = new Vector2(-0.1f, 1.0f); public Vector2 m_MaxJumpVector = new Vector2(0.1f, 1.0f); public LayerMask m_GroundLayer; JellySprite m_JellySprite; float m_BounceTimer; /// /// Start this instance. /// void Start () { m_JellySprite = GetComponent(); m_BounceTimer = UnityEngine.Random.Range(m_MinBounceTime, m_MaxBounceTime); } /// /// Update this instance. /// void Update () { m_BounceTimer -= Time.deltaTime; // Randomly bounce around if(m_BounceTimer < 0.0f && m_JellySprite.IsGrounded(m_GroundLayer, 2)) { Vector2 jumpVector = Vector2.zero; jumpVector.x = UnityEngine.Random.Range(m_MinJumpVector.x, m_MaxJumpVector.x); jumpVector.y = UnityEngine.Random.Range(m_MinJumpVector.y, m_MaxJumpVector.y); jumpVector.Normalize(); m_JellySprite.AddForce(jumpVector * UnityEngine.Random.Range(m_MinJumpForce, m_MaxJumpForce)); m_BounceTimer = UnityEngine.Random.Range(m_MinBounceTime, m_MaxBounceTime); } } }