141 lines
3.3 KiB
C#
141 lines
3.3 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("Rotates a Game Object around each Axis. Use a Vector3 Variable and/or XYZ components. To leave any axis unchanged, set variable to 'None'.")]
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public class Rotate : FsmStateAction
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{
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[RequiredField]
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[Tooltip("The game object to rotate.")]
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public FsmOwnerDefault gameObject;
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[Tooltip("A rotation vector specifying rotation around x, y, and z axis. NOTE: You can override individual axis below.")]
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[UIHint(UIHint.Variable)]
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public FsmVector3 vector;
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[Tooltip("Rotation around x axis.")]
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public FsmFloat xAngle;
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[Tooltip("Rotation around y axis.")]
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public FsmFloat yAngle;
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[Tooltip("Rotation around z axis.")]
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public FsmFloat zAngle;
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[Tooltip("Rotate in local or world space.")]
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public Space space;
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[Tooltip("Rotation is specified in degrees per second. " +
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"In other words, the amount to rotate in over one second. " +
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"This allows rotations to be frame rate independent. " +
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"It is the same as multiplying the rotation by Time.deltaTime.")]
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public bool perSecond;
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[Tooltip("Repeat every frame.")]
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public bool everyFrame;
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[Tooltip("Perform the rotation in LateUpdate. This is useful if you want to override the rotation of objects that are animated or otherwise rotated in Update.")]
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public bool lateUpdate;
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[Tooltip("Perform the rotation in FixedUpdate. This is useful when working with rigid bodies and physics.")]
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public bool fixedUpdate;
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public override void Reset()
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{
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gameObject = null;
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vector = null;
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// default axis to variable dropdown with None selected.
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xAngle = new FsmFloat { UseVariable = true };
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yAngle = new FsmFloat { UseVariable = true };
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zAngle = new FsmFloat { UseVariable = true };
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space = Space.Self;
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perSecond = false;
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everyFrame = true;
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lateUpdate = false;
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fixedUpdate = false;
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}
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public override void OnPreprocess()
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{
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if (fixedUpdate) Fsm.HandleFixedUpdate = true;
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if (lateUpdate) Fsm.HandleLateUpdate = true;
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}
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public override void OnEnter()
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{
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if(!everyFrame && !lateUpdate && !fixedUpdate)
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{
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DoRotate();
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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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if (!lateUpdate && !fixedUpdate)
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{
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DoRotate();
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}
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}
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public override void OnLateUpdate()
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{
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if (lateUpdate)
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{
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DoRotate();
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}
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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 OnFixedUpdate()
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{
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if (fixedUpdate)
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{
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DoRotate();
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}
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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 DoRotate()
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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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// Use vector if specified
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var rotate = vector.IsNone ? new Vector3(xAngle.Value, yAngle.Value, zAngle.Value) : vector.Value;
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// override any axis
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if (!xAngle.IsNone) rotate.x = xAngle.Value;
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if (!yAngle.IsNone) rotate.y = yAngle.Value;
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if (!zAngle.IsNone) rotate.z = zAngle.Value;
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// apply
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if (!perSecond)
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{
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go.transform.Rotate(rotate, space);
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}
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else
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{
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go.transform.Rotate(rotate * Time.deltaTime, space);
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}
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}
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}
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} |