// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Quaternion)] [Tooltip("Inverse a quaternion")] public class QuaternionInverse : QuaternionBaseAction { [RequiredField] [Tooltip("the rotation")] public FsmQuaternion rotation; [RequiredField] [UIHint(UIHint.Variable)] [Tooltip("Store the inverse of the rotation variable.")] public FsmQuaternion result; public override void Reset() { rotation = null; result = null; everyFrame = true; everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update; } public override void OnEnter() { DoQuatInverse(); if (!everyFrame) { Finish(); } } public override void OnUpdate() { if (everyFrameOption == everyFrameOptions.Update ) { DoQuatInverse(); } } public override void OnLateUpdate() { if (everyFrameOption == everyFrameOptions.LateUpdate ) { DoQuatInverse(); } } public override void OnFixedUpdate() { if (everyFrameOption == everyFrameOptions.FixedUpdate ) { DoQuatInverse(); } } void DoQuatInverse() { result.Value = Quaternion.Inverse(rotation.Value); } } }