Files
2024-11-20 15:21:28 +01:00

143 lines
2.9 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Transform)]
[Tooltip("Sets the Rotation of a Game Object. To leave any axis unchanged, set variable to 'None'.")]
public class SetRotation : FsmStateAction
{
[RequiredField]
[Tooltip("The GameObject to rotate.")]
public FsmOwnerDefault gameObject;
[UIHint(UIHint.Variable)]
[Tooltip("Use a stored quaternion, or vector angles below.")]
public FsmQuaternion quaternion;
[UIHint(UIHint.Variable)]
[Title("Euler Angles")]
[Tooltip("Use euler angles stored in a Vector3 variable, and/or set each axis below.")]
public FsmVector3 vector;
public FsmFloat xAngle;
public FsmFloat yAngle;
public FsmFloat zAngle;
[Tooltip("Use local or world space.")]
public Space space;
[Tooltip("Repeat every frame.")]
public bool everyFrame;
[Tooltip("Perform in LateUpdate. This is useful if you want to override the position of objects that are animated or otherwise positioned in Update.")]
public bool lateUpdate;
public override void Reset()
{
gameObject = null;
quaternion = null;
vector = null;
// default axis to variable dropdown with None selected.
xAngle = new FsmFloat { UseVariable = true };
yAngle = new FsmFloat { UseVariable = true };
zAngle = new FsmFloat { UseVariable = true };
space = Space.World;
everyFrame = false;
lateUpdate = false;
}
public override void OnPreprocess()
{
if (lateUpdate) Fsm.HandleLateUpdate = true;
}
public override void OnEnter()
{
if (!everyFrame && !lateUpdate)
{
DoSetRotation();
Finish();
}
}
public override void OnUpdate()
{
if (!lateUpdate)
{
DoSetRotation();
}
}
public override void OnLateUpdate()
{
if (lateUpdate)
{
DoSetRotation();
}
if (!everyFrame)
{
Finish();
}
}
void DoSetRotation()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go == null)
{
return;
}
// Individual angle axis can override Quaternion and Vector angles
// So we build up the final rotation in steps
Vector3 rotation;
if (!quaternion.IsNone)
{
rotation = quaternion.Value.eulerAngles;
}
else if (!vector.IsNone)
{
rotation = vector.Value;
}
else
{
// use current rotation of the game object
rotation = space == Space.Self ? go.transform.localEulerAngles : go.transform.eulerAngles;
}
// Override each axis
if (!xAngle.IsNone)
{
rotation.x = xAngle.Value;
}
if (!yAngle.IsNone)
{
rotation.y = yAngle.Value;
}
if (!zAngle.IsNone)
{
rotation.z = zAngle.Value;
}
// apply rotation
if (space == Space.Self)
{
go.transform.localEulerAngles = rotation;
}
else
{
go.transform.eulerAngles = rotation;
}
}
}
}