using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Rotates the transform so the forward vector points at worldPosition. Returns Success.")] public class LookAt : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The GameObject to look at. If null the world position will be used.")] public SharedGameObject targetLookAt; [Tooltip("Point to look at")] public SharedVector3 worldPosition; [Tooltip("Vector specifying the upward direction")] public Vector3 worldUp; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } if (targetLookAt.Value != null) { targetTransform.LookAt(targetLookAt.Value.transform); } else { targetTransform.LookAt(worldPosition.Value, worldUp); } return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; targetLookAt = null; worldPosition = Vector3.up; worldUp = Vector3.up; } } }