123 lines
5.2 KiB
C#
123 lines
5.2 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 around a specified axis (X, Y, or Z) based on a float input value. " +
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"Useful for character rotation (Y axis) or camera panning (X axis).")]
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public class RotateAxis : TargetGameObjectAction
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{
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/// <summary>
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/// Specifies the axis that should be rotated.
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/// </summary>
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public enum RotationAxis
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{
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X, // Rotate around X axis (pitch).
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Y, // Rotate around Y axis (yaw).
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Z // Rotate around Z axis (roll).
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}
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[Tooltip("The float input value used for rotation (e.g., Mouse X or Mouse Y delta).")]
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[SerializeField] protected SharedVariable<float> m_RotationInput;
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[Tooltip("The axis to rotate around.")]
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[SerializeField] protected SharedVariable<RotationAxis> m_Axis = RotationAxis.Y;
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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 rotation angle (in degrees). Only used when Relative Rotation is enabled.")]
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[SerializeField] protected SharedVariable<float> m_MinAngle = float.MinValue;
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[Tooltip("The maximum rotation angle (in degrees). Only used when Relative Rotation is enabled.")]
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[SerializeField] protected SharedVariable<float> m_MaxAngle = float.MaxValue;
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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_CurrentRotation;
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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 OnStart()
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{
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base.OnStart();
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// Initialize current rotation value from the Transform's current rotation.
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var currentRotation = transform.localEulerAngles;
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switch (m_Axis.Value) {
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case RotationAxis.X:
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m_CurrentRotation = currentRotation.x;
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break;
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case RotationAxis.Y:
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m_CurrentRotation = currentRotation.y;
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break;
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case RotationAxis.Z:
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m_CurrentRotation = currentRotation.z;
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break;
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}
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// Normalize to -180 to 180 range.
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if (m_CurrentRotation > 180f) {
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m_CurrentRotation -= 360f;
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}
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}
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/// <summary>
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/// Rotates the Transform around the specified axis based on the input value.
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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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Quaternion targetRotation;
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var currentRotation = transform.localRotation;
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m_CurrentRotation += m_RotationInput.Value * m_RotationSpeed.Value * Time.deltaTime;
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// Clamp to the specified range if limits are set.
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if (m_MinAngle.Value != float.MinValue || m_MaxAngle.Value != float.MaxValue) {
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m_CurrentRotation = Mathf.Clamp(m_CurrentRotation, m_MinAngle.Value, m_MaxAngle.Value);
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}
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// Apply the rotation to the Transform.
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var currentEuler = transform.localEulerAngles;
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switch (m_Axis.Value) {
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case RotationAxis.X:
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targetRotation = Quaternion.Euler(m_CurrentRotation, currentEuler.y, currentEuler.z);
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break;
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case RotationAxis.Y:
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targetRotation = Quaternion.Euler(currentEuler.x, m_CurrentRotation, currentEuler.z);
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break;
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case RotationAxis.Z:
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targetRotation = Quaternion.Euler(currentEuler.x, currentEuler.y, m_CurrentRotation);
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break;
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default:
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targetRotation = transform.localRotation;
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break;
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}
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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 = null;
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m_Axis = RotationAxis.Y;
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m_RotationSpeed = 1f;
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m_RelativeRotation = true;
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m_MinAngle = float.MinValue;
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m_MaxAngle = float.MaxValue;
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m_ArrivedAngle = 1f;
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}
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}
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}
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#endif |