54 lines
1.8 KiB
C#
54 lines
1.8 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("Rotates the transform so the forward vector points at worldPosition. Returns Success.")]
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public class LookAt : 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("The GameObject to look at. If null the world position will be used.")]
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public SharedGameObject targetLookAt;
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[Tooltip("Point to look at")]
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public SharedVector3 worldPosition;
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[Tooltip("Vector specifying the upward direction")]
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public Vector3 worldUp;
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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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if (targetLookAt.Value != null) {
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targetTransform.LookAt(targetLookAt.Value.transform);
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} else {
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targetTransform.LookAt(worldPosition.Value, worldUp);
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}
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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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targetLookAt = null;
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worldPosition = Vector3.up;
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worldUp = Vector3.up;
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}
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}
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}
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