94 lines
2.4 KiB
C#
94 lines
2.4 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
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using UnityEngine;
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namespace HutongGames.PlayMaker.Actions
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{
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[ActionCategory(ActionCategory.Transform)]
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[Tooltip("Gets the Angle between a GameObject's forward axis and a Target. The Target can be defined as a GameObject or a world Position. If you specify both, then the Position will be used as a local offset from the Target Object's position.")]
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public class GetAngleToTarget : FsmStateAction
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{
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[RequiredField]
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[Tooltip("The game object whose forward axis we measure from. If the target is dead ahead the angle will be 0.")]
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public FsmOwnerDefault gameObject;
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[Tooltip("The target object to measure the angle to. Or use target position.")]
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public FsmGameObject targetObject;
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[Tooltip("The world position to measure an angle to. If Target Object is also specified, this vector is used as an offset from that object's position.")]
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public FsmVector3 targetPosition;
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[Tooltip("Ignore height differences when calculating the angle.")]
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public FsmBool ignoreHeight;
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[RequiredField]
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[UIHint(UIHint.Variable)]
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[Tooltip("Store the angle in a float variable.")]
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public FsmFloat storeAngle;
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[Tooltip("Repeat every frame.")]
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public bool everyFrame;
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public override void Reset()
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{
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gameObject = null;
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targetObject = null;
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targetPosition = new FsmVector3 { UseVariable = true};
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ignoreHeight = true;
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storeAngle = null;
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everyFrame = false;
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}
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public override void OnPreprocess()
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{
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Fsm.HandleLateUpdate = true;
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}
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public override void OnLateUpdate()
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{
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DoGetAngleToTarget();
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if (!everyFrame)
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{
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Finish();
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}
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}
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void DoGetAngleToTarget()
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{
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var go = Fsm.GetOwnerDefaultTarget(gameObject);
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if (go == null)
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{
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return;
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}
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var goTarget = targetObject.Value;
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if (goTarget == null && targetPosition.IsNone)
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{
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return;
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}
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Vector3 targetPos;
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if (goTarget != null)
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{
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targetPos = !targetPosition.IsNone ?
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goTarget.transform.TransformPoint(targetPosition.Value) :
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goTarget.transform.position;
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}
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else
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{
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targetPos = targetPosition.Value;
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}
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if (ignoreHeight.Value)
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{
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targetPos.y = go.transform.position.y;
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}
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var targetDir = targetPos - go.transform.position;
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storeAngle.Value = Vector3.Angle(targetDir, go.transform.forward);
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}
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}
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} |