namespace Invector { public class vAnimatorSetBool : vAnimatorSetValue { [vHelpBox("Random Value between True and False")] public bool randomEnter; public bool randomExit; protected override bool GetEnterValue() { return randomEnter ? UnityEngine.Random.Range(0,100)>50 : base.GetEnterValue(); } protected override bool GetExitValue() { return randomExit ? UnityEngine.Random.Range(0, 100)>50 : base.GetExitValue(); } // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here. //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} } }