88 lines
1.7 KiB
C#
88 lines
1.7 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 Rotation of a Game Object and stores it in a Vector3 Variable or each Axis in a Float Variable")]
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public class GetRotation : FsmStateAction
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{
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[RequiredField]
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public FsmOwnerDefault gameObject;
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[UIHint(UIHint.Variable)]
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public FsmQuaternion quaternion;
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[UIHint(UIHint.Variable)]
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[Title("Euler Angles")]
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public FsmVector3 vector;
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[UIHint(UIHint.Variable)]
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public FsmFloat xAngle;
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[UIHint(UIHint.Variable)]
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public FsmFloat yAngle;
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[UIHint(UIHint.Variable)]
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public FsmFloat zAngle;
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public Space space;
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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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quaternion = null;
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vector = null;
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xAngle = null;
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yAngle = null;
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zAngle = null;
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space = Space.World;
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everyFrame = false;
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}
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public override void OnEnter()
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{
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DoGetRotation();
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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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public override void OnUpdate()
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{
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DoGetRotation();
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}
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void DoGetRotation()
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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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if (space == Space.World)
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{
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quaternion.Value = go.transform.rotation;
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var rotation = go.transform.eulerAngles;
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vector.Value = rotation;
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xAngle.Value = rotation.x;
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yAngle.Value = rotation.y;
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zAngle.Value = rotation.z;
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}
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else
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{
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var rotation = go.transform.localEulerAngles;
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quaternion.Value = Quaternion.Euler(rotation);
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vector.Value = rotation;
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xAngle.Value = rotation.x;
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yAngle.Value = rotation.y;
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zAngle.Value = rotation.z;
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}
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}
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}
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} |