153 lines
4.1 KiB
C#
153 lines
4.1 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2016. 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("Smoothly Rotates a 2d Game Object so its right vector points at a Target. The target can be defined as a 2d Game Object or a 2d/3d world Position. If you specify both, then the position will be used as a local offset from the object's position.")]
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public class SmoothLookAt2d : FsmStateAction
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{
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[RequiredField]
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[Tooltip("The GameObject to rotate to face a target.")]
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public FsmOwnerDefault gameObject;
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[Tooltip("A target GameObject.")]
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public FsmGameObject targetObject;
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[Tooltip("A target position. If a Target Object is defined, this is used as a local offset.")]
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public FsmVector2 targetPosition2d;
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[Tooltip("A target position. If a Target Object is defined, this is used as a local offset.")]
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public FsmVector3 targetPosition;
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[Tooltip("Set the GameObject starting offset. In degrees. 0 if your object is facing right, 180 if facing left etc...")]
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public FsmFloat rotationOffset;
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[HasFloatSlider(0.5f,15)]
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[Tooltip("How fast the look at moves.")]
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public FsmFloat speed;
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[Tooltip("Draw a line in the Scene View to the look at position.")]
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public FsmBool debug;
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[Tooltip("If the angle to the target is less than this, send the Finish Event below. Measured in degrees.")]
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public FsmFloat finishTolerance;
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[Tooltip("Event to send if the angle to target is less than the Finish Tolerance.")]
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public FsmEvent finishEvent;
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private GameObject previousGo; // track game object so we can re-initialize when it changes.
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private Quaternion lastRotation;
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private Quaternion desiredRotation;
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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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targetPosition2d = new FsmVector2 { UseVariable = true};
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targetPosition = new FsmVector3 { UseVariable = true};
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rotationOffset = 0;
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debug = false;
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speed = 5;
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finishTolerance = 1;
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finishEvent = null;
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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 OnEnter()
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{
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previousGo = null;
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}
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public override void OnLateUpdate()
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{
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DoSmoothLookAt();
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}
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void DoSmoothLookAt()
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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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// re-initialize if game object has changed
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if (previousGo != go)
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{
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lastRotation = go.transform.rotation;
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desiredRotation = lastRotation;
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previousGo = go;
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}
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// desired look at position
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var lookAtPos = new Vector3(targetPosition2d.Value.x,targetPosition2d.Value.y,0f);
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if (!targetPosition.IsNone)
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{
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lookAtPos += targetPosition.Value;
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}
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if (goTarget != null)
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{
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lookAtPos = goTarget.transform.position;
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var _offset = Vector3.zero;
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if (!targetPosition.IsNone)
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{
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_offset +=targetPosition.Value;
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}
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if (!targetPosition2d.IsNone)
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{
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_offset.x = _offset.x+ targetPosition2d.Value.x;
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_offset.y = _offset.y+ targetPosition2d.Value.y;
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}
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if (!targetPosition2d.IsNone || !targetPosition.IsNone)
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{
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lookAtPos += goTarget.transform.TransformPoint(targetPosition2d.Value);
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}
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}
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var diff = lookAtPos - go.transform.position;
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diff.Normalize();
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var rot_z = Mathf.Atan2(diff.y, diff.x) * Mathf.Rad2Deg;
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desiredRotation = Quaternion.Euler(0f, 0f, rot_z - rotationOffset.Value);
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lastRotation = Quaternion.Slerp(lastRotation, desiredRotation, speed.Value * Time.deltaTime);
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go.transform.rotation = lastRotation;
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// debug line to target
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if (debug.Value)
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{
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Debug.DrawLine(go.transform.position, lookAtPos, Color.grey);
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}
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// send finish event?
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if (finishEvent != null)
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{
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//var targetDir = lookAtPos - go.transform.position;
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//var angle = Vector3.Angle(targetDir, go.transform.right) - rotationOffset.Value;
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var angle = Vector3.Angle(desiredRotation.eulerAngles,lastRotation.eulerAngles);
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if (Mathf.Abs(angle ) <= finishTolerance.Value)
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{
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Fsm.Event(finishEvent);
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}
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}
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}
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}
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} |