80 lines
3.3 KiB
C#
80 lines
3.3 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 to face a direction or a GameObject. If a GameObject is supplied, the direction is from this transform towards the target's position. Returns Finished when aligned.")]
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public class RotateTowards : TargetGameObjectAction
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{
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[Tooltip("The GameObject to rotate towards. If set, direction is from this transform towards the target's position. If null, uses Direction.")]
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[SerializeField] protected SharedVariable<GameObject> m_Target;
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[Tooltip("The direction vector to face. Only used if Target is null.")]
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[SerializeField] protected SharedVariable<Vector3> m_Direction;
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[Tooltip("The rotation speed (degrees per second).")]
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[SerializeField] protected SharedVariable<float> m_RotationSpeed = 90f;
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[Tooltip("The up vector for rotation.")]
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[SerializeField] protected SharedVariable<Vector3> m_UpVector = Vector3.up;
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[Tooltip("The agent has arrived when the angle difference is less than this value (in degrees).")]
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[SerializeField] protected SharedVariable<float> m_ArrivedAngle = 1f;
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/// <summary>
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/// Rotates towards the direction or target.
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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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var direction = GetDirection();
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if (direction == Vector3.zero) {
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return TaskStatus.Running;
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}
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var targetRotation = Quaternion.LookRotation(direction, m_UpVector.Value);
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// Rotate towards target.
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var maxDegreesDelta = m_RotationSpeed.Value * Time.deltaTime;
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transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, maxDegreesDelta);
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// Check if arrived.
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var angleDifference = Quaternion.Angle(transform.rotation, targetRotation);
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if (angleDifference < m_ArrivedAngle.Value) {
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transform.rotation = targetRotation;
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return TaskStatus.Success;
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}
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return TaskStatus.Running;
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}
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/// <summary>
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/// Returns the direction to face. From Target position if set, otherwise from Direction.
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/// </summary>
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/// <returns>The normalized direction vector.</returns>
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private Vector3 GetDirection()
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{
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if (m_Target.Value != null) {
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return (m_Target.Value.transform.position - transform.position).normalized;
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}
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return m_Direction.Value.normalized;
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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_Target = null;
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m_Direction = null;
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m_RotationSpeed = 90f;
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m_UpVector = Vector3.up;
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m_ArrivedAngle = 1f;
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}
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}
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}
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#endif |