50 lines
1.5 KiB
C#
50 lines
1.5 KiB
C#
![]() |
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform
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{
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[TaskCategory("Unity/Transform")]
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[TaskDescription("Applies a rotation. Returns Success.")]
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public class RotateAround : Action
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{
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[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
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public SharedGameObject targetGameObject;
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[Tooltip("Point to rotate around")]
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public SharedVector3 point;
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[Tooltip("Axis to rotate around")]
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public SharedVector3 axis;
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[Tooltip("Amount to rotate")]
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public SharedFloat angle;
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private Transform targetTransform;
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private GameObject prevGameObject;
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public override void OnStart()
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{
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var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
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if (currentGameObject != prevGameObject) {
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targetTransform = currentGameObject.GetComponent<Transform>();
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prevGameObject = currentGameObject;
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (targetTransform == null) {
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Debug.LogWarning("Transform is null");
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return TaskStatus.Failure;
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}
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targetTransform.RotateAround(point.Value, axis.Value, angle.Value);
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return TaskStatus.Success;
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}
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public override void OnReset()
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{
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targetGameObject = null;
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point = Vector3.zero;
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axis = Vector3.zero;
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angle = 0;
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}
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}
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}
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