// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Quaternion)] [Tooltip("Creates a rotation which rotates angle degrees around axis.")] public class QuaternionAngleAxis : QuaternionBaseAction { [RequiredField] [Tooltip("The angle.")] public FsmFloat angle; [RequiredField] [Tooltip("The rotation axis.")] public FsmVector3 axis; [RequiredField] [UIHint(UIHint.Variable)] [Tooltip("Store the rotation of this quaternion variable.")] public FsmQuaternion result; public override void Reset() { angle = null; axis = null; result = null; everyFrame = true; everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update; } public override void OnEnter() { DoQuatAngleAxis(); if (!everyFrame) { Finish(); } } public override void OnUpdate() { if (everyFrameOption == everyFrameOptions.Update ) { DoQuatAngleAxis(); } } public override void OnLateUpdate() { if (everyFrameOption == everyFrameOptions.LateUpdate ) { DoQuatAngleAxis(); } } public override void OnFixedUpdate() { if (everyFrameOption == everyFrameOptions.FixedUpdate ) { DoQuatAngleAxis(); } } void DoQuatAngleAxis() { result.Value = Quaternion.AngleAxis(angle.Value,axis.Value); } } }