﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class IdleBehavior : StateMachineBehaviour {


    private float timer;
    public float minTime;
    public float maxTime;

	override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
        timer = Random.Range(minTime, maxTime);
	}

	override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
        if (timer <= 0)
        {
            animator.SetTrigger("jump");
        }
        else {
            timer -= Time.deltaTime;
        }
	}

	override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	
	}


}
