// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Transform)] [Tooltip("Rotates a Game Object so its forward vector points at a Target. The Target can be specified as a GameObject or a world Position. If you specify both, then Position specifies a local offset from the target object's Position.")] public class LookAt : FsmStateAction { [RequiredField] [Tooltip("The GameObject to rotate.")] public FsmOwnerDefault gameObject; [Tooltip("The GameObject to Look At.")] public FsmGameObject targetObject; [Tooltip("World position to look at, or local offset from Target Object if specified.")] public FsmVector3 targetPosition; [Tooltip("Rotate the GameObject to point its up direction vector in the direction hinted at by the Up Vector. See Unity Look At docs for more details.")] public FsmVector3 upVector; [Tooltip("Don't rotate vertically.")] public FsmBool keepVertical; [Title("Draw Debug Line")] [Tooltip("Draw a debug line from the GameObject to the Target.")] public FsmBool debug; [Tooltip("Color to use for the debug line.")] public FsmColor debugLineColor; [Tooltip("Repeat every frame.")] public bool everyFrame = true; private GameObject go; private GameObject goTarget; private Vector3 lookAtPos; private Vector3 lookAtPosWithVertical; public override void Reset() { gameObject = null; targetObject = null; targetPosition = new FsmVector3 { UseVariable = true}; upVector = new FsmVector3 { UseVariable = true}; keepVertical = true; debug = false; debugLineColor = Color.yellow; everyFrame = true; } public override void OnPreprocess() { Fsm.HandleLateUpdate = true; } public override void OnEnter() { DoLookAt(); if (!everyFrame) { Finish(); } } public override void OnLateUpdate() { DoLookAt(); } void DoLookAt() { if (!UpdateLookAtPosition()) { return; } go.transform.LookAt(lookAtPos, upVector.IsNone ? Vector3.up : upVector.Value); if (debug.Value) { Debug.DrawLine(go.transform.position, lookAtPos, debugLineColor.Value); } } public bool UpdateLookAtPosition() { if (Fsm == null) { return false; } go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return false; } goTarget = targetObject.Value; if (goTarget == null && targetPosition.IsNone) { return false; } if (goTarget != null) { lookAtPos = !targetPosition.IsNone ? goTarget.transform.TransformPoint(targetPosition.Value) : goTarget.transform.position; } else { lookAtPos = targetPosition.Value; } lookAtPosWithVertical = lookAtPos; if (keepVertical.Value) { lookAtPos.y = go.transform.position.y; } return true; } public Vector3 GetLookAtPosition() { return lookAtPos; } public Vector3 GetLookAtPositionWithVertical() { return lookAtPosWithVertical; } } }