using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Rotates towards the specified rotation. The rotation can either be specified by a transform or rotation. If the transform "+ "is used then the rotation will not be used.")] [TaskCategory("Movement")] [HelpURL("https://www.opsive.com/support/documentation/behavior-designer-movement-pack/")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}RotateTowardsIcon.png")] public class RotateTowards : Action { [Tooltip("Should the 2D version be used?")] public bool usePhysics2D; [Tooltip("The agent is done rotating when the angle is less than this value")] public SharedFloat rotationEpsilon = 0.5f; [Tooltip("The maximum number of angles the agent can rotate in a single tick")] public SharedFloat maxLookAtRotationDelta = 1; [Tooltip("Should the rotation only affect the Y axis?")] public SharedBool onlyY; [Tooltip("The GameObject that the agent is rotating towards")] public SharedGameObject target; [Tooltip("If target is null then use the target rotation")] public SharedVector3 targetRotation; public override TaskStatus OnUpdate() { var rotation = Target(); // Return a task status of success once we are done rotating if (Quaternion.Angle(transform.rotation, rotation) < rotationEpsilon.Value) { return TaskStatus.Success; } // We haven't reached the target yet so keep rotating towards it transform.rotation = Quaternion.RotateTowards(transform.rotation, rotation, maxLookAtRotationDelta.Value); return TaskStatus.Running; } // Return targetPosition if targetTransform is null private Quaternion Target() { if (target == null || target.Value == null) { return Quaternion.Euler(targetRotation.Value); } var position = target.Value.transform.position - transform.position; if (onlyY.Value) { position.y = 0; } if (usePhysics2D) { var angle = Mathf.Atan2(position.y, position.x) * Mathf.Rad2Deg; return Quaternion.AngleAxis(angle, Vector3.forward); } return Quaternion.LookRotation(position); } // Reset the public variables public override void OnReset() { usePhysics2D = false; rotationEpsilon = 0.5f; maxLookAtRotationDelta = 1f; onlyY = false; target = null; targetRotation = Vector3.zero; } } }