90 lines
3.8 KiB
C#
90 lines
3.8 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.TransformTasks
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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[Opsive.Shared.Utility.Category("Transform")]
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[Opsive.Shared.Utility.Description("Rotates the Transform based on a Vector2 input. The x component controls yaw (horizontal rotation) and the y component controls pitch (vertical rotation).")]
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public class Rotate : TargetGameObjectAction
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{
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[Tooltip("The input vector used for rotation (x = yaw, y = pitch).")]
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[SerializeField] protected SharedVariable<Vector2> m_RotationInput;
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[Tooltip("The rotation speed multiplier.")]
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[SerializeField] protected SharedVariable<float> m_RotationSpeed = 1f;
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[Tooltip("Should the rotation be applied relative to the current rotation or set as absolute?")]
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[SerializeField] protected SharedVariable<bool> m_RelativeRotation = true;
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[Tooltip("The minimum pitch angle (in degrees).")]
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[SerializeField] protected SharedVariable<float> m_MinPitch = -90f;
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[Tooltip("The maximum pitch angle (in degrees).")]
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[SerializeField] protected SharedVariable<float> m_MaxPitch = 90f;
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[Tooltip("The task will complete when the rotation is within this angle of the target rotation.")]
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[SerializeField] protected SharedVariable<float> m_ArrivedAngle = 1f;
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private float m_CurrentPitch;
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private float m_CurrentYaw;
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/// <summary>
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/// Called when the state machine starts.
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/// </summary>
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public override void OnAwake()
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{
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base.OnAwake();
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// Initialize current rotation values from the Transform's current rotation.
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var currentRotation = transform.localEulerAngles;
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m_CurrentYaw = currentRotation.y;
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m_CurrentPitch = currentRotation.x;
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// Normalize pitch to -180 to 180 range.
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if (m_CurrentPitch > 180f) {
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m_CurrentPitch -= 360f;
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}
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}
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/// <summary>
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/// Rotates the Transform based on the input vector.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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if (m_RelativeRotation.Value) {
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m_CurrentYaw += m_RotationInput.Value.x * m_RotationSpeed.Value * Time.deltaTime;
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m_CurrentPitch -= m_RotationInput.Value.y * m_RotationSpeed.Value * Time.deltaTime;
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} else { // Set absolute rotation.
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m_CurrentYaw = m_RotationInput.Value.x * m_RotationSpeed.Value;
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m_CurrentPitch = m_RotationInput.Value.y * m_RotationSpeed.Value;
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}
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m_CurrentPitch = Mathf.Clamp(m_CurrentPitch, m_MinPitch.Value, m_MaxPitch.Value);
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var currentRotation = transform.localRotation;
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var targetRotation = Quaternion.Euler(m_CurrentPitch, m_CurrentYaw, 0f);
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transform.localRotation = targetRotation;
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return Quaternion.Angle(currentRotation, targetRotation) <= m_ArrivedAngle.Value ? TaskStatus.Success : TaskStatus.Running;
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}
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/// <summary>
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/// Resets the action values back to their default.
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/// </summary>
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public override void Reset()
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{
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base.Reset();
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m_RotationInput = Vector2.zero;
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m_RotationSpeed = 1f;
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m_RelativeRotation = true;
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m_MinPitch = -90f;
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m_MaxPitch = 90f;
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m_ArrivedAngle = 1f;
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m_CurrentPitch = 0f;
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m_CurrentYaw = 0f;
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}
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}
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}
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#endif |