
1.引入URP 2.引入InputSystem 3.引入Fungus 4.引入DoTween 5.引入CinemaMachine 6.引入BehaviorTree 7.引入BehaviorTree动作包 8.配置了渲染管线资源 🥵🥵🥵🥵🥵
65 lines
2.7 KiB
C#
65 lines
2.7 KiB
C#
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Movement
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{
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[TaskDescription("Rotates towards the specified rotation. The rotation can either be specified by a transform or rotation. If the transform "+
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"is used then the rotation will not be used.")]
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[TaskCategory("Movement")]
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[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-movement-pack/")]
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[TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}RotateTowardsIcon.png")]
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public class RotateTowards : Action
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{
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[Tooltip("Should the 2D version be used?")]
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public bool usePhysics2D;
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[Tooltip("The agent is done rotating when the angle is less than this value")]
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public SharedFloat rotationEpsilon = 0.5f;
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[Tooltip("The maximum number of angles the agent can rotate in a single tick")]
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public SharedFloat maxLookAtRotationDelta = 1;
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[Tooltip("Should the rotation only affect the Y axis?")]
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public SharedBool onlyY;
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[Tooltip("The GameObject that the agent is rotating towards")]
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public SharedGameObject target;
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[Tooltip("If target is null then use the target rotation")]
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public SharedVector3 targetRotation;
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public override TaskStatus OnUpdate()
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{
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var rotation = Target();
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// Return a task status of success once we are done rotating
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if (Quaternion.Angle(transform.rotation, rotation) < rotationEpsilon.Value) {
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return TaskStatus.Success;
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}
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// We haven't reached the target yet so keep rotating towards it
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transform.rotation = Quaternion.RotateTowards(transform.rotation, rotation, maxLookAtRotationDelta.Value);
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return TaskStatus.Running;
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}
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// Return targetPosition if targetTransform is null
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private Quaternion Target()
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{
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if (target == null || target.Value == null) {
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return Quaternion.Euler(targetRotation.Value);
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}
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var position = target.Value.transform.position - transform.position;
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if (onlyY.Value) {
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position.y = 0;
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}
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if (usePhysics2D) {
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var angle = Mathf.Atan2(position.y, position.x) * Mathf.Rad2Deg;
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return Quaternion.AngleAxis(angle, Vector3.forward);
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}
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return Quaternion.LookRotation(position);
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}
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// Reset the public variables
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public override void OnReset()
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{
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usePhysics2D = false;
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rotationEpsilon = 0.5f;
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maxLookAtRotationDelta = 1f;
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onlyY = false;
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target = null;
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targetRotation = Vector3.zero;
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}
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}
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} |