maint: renamed isPaused to fix overlap with nodecanvas variable
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@@ -38,7 +38,7 @@ namespace Reset.Units {
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public BBParameter<float> directionSmoothing;
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public BBParameter<float> directionSmoothing;
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// Pause state management
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// Pause state management
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private bool isPaused;
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private bool strafePaused;
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private float lastPauseEnterTime;
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private float lastPauseEnterTime;
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private float lastPauseExitTime;
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private float lastPauseExitTime;
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private float pauseChangeTimeElapsed;
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private float pauseChangeTimeElapsed;
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@@ -92,7 +92,7 @@ namespace Reset.Units {
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agent.SetNewDirection(GetVector3Direction().ToVector2(), directionSmoothing.value, true);
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agent.SetNewDirection(GetVector3Direction().ToVector2(), directionSmoothing.value, true);
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// Set paused or set new speed if unpaused
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// Set paused or set new speed if unpaused
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if (isPaused) {
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if (strafePaused) {
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agent.SetNewSpeed(0f, speedSmoothing.value, true);
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agent.SetNewSpeed(0f, speedSmoothing.value, true);
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} else {
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} else {
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agent.SetNewSpeed(currentSpeed, speedSmoothing.value, true);
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agent.SetNewSpeed(currentSpeed, speedSmoothing.value, true);
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@@ -119,7 +119,7 @@ namespace Reset.Units {
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}
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}
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void SetNewPauseChangeTime(){
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void SetNewPauseChangeTime(){
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if (isPaused) {
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if (strafePaused) {
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nextPauseChangeTime = elapsedTime + Random.Range(unpauseIntervalRange.value.x, unpauseIntervalRange.value.y);
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nextPauseChangeTime = elapsedTime + Random.Range(unpauseIntervalRange.value.x, unpauseIntervalRange.value.y);
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} else {
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} else {
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nextPauseChangeTime = elapsedTime + Random.Range(pauseIntervalRange.value.x, pauseIntervalRange.value.y);
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nextPauseChangeTime = elapsedTime + Random.Range(pauseIntervalRange.value.x, pauseIntervalRange.value.y);
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@@ -136,7 +136,7 @@ namespace Reset.Units {
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void CheckForChange(){
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void CheckForChange(){
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if (nextPauseChangeTime > elapsedTime) {
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if (nextPauseChangeTime > elapsedTime) {
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isPaused = !isPaused;
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strafePaused = !strafePaused;
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SetNewPauseChangeTime();
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SetNewPauseChangeTime();
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}
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}
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