using System; using System.Collections; using UnityEngine; public class CIGSoundOnRandomInterval : CIGSoundOnEvent { protected override void Start() { base.Start(); base.StartCoroutine(this.RandomIntervalCoroutine()); } private IEnumerator RandomIntervalCoroutine() { while ((double)this.minimumInterval >= 0.0) { if (this.maximumInterval < this.minimumInterval) { UnityEngine.Debug.LogError("Maximum interval can't be smaller than minimum interval."); yield break; } float interval = UnityEngine.Random.Range(this.minimumInterval, this.maximumInterval); yield return new WaitForSeconds(interval); base.PlaySound(); } UnityEngine.Debug.LogError("Minimum interval can't be smaller than zero."); yield break; yield break; } [SerializeField] private float minimumInterval = 10f; [SerializeField] private float maximumInterval = 10f; }