Files
beyond/Assets/ThirdParty/PlayMaker/Actions/Quaternion/QuaternionLookRotation.cs
2024-11-20 15:21:28 +01:00

79 lines
1.6 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Quaternion)]
[Tooltip("Creates a rotation that looks along forward with the head upwards along upwards.")]
public class QuaternionLookRotation : QuaternionBaseAction
{
[RequiredField]
[Tooltip("the rotation direction")]
public FsmVector3 direction;
[Tooltip("The up direction")]
public FsmVector3 upVector;
[RequiredField]
[UIHint(UIHint.Variable)]
[Tooltip("Store the inverse of the rotation variable.")]
public FsmQuaternion result;
public override void Reset()
{
direction = null;
upVector = new FsmVector3(){UseVariable=true};
result = null;
everyFrame = true;
everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update;
}
public override void OnEnter()
{
DoQuatLookRotation();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
if (everyFrameOption == everyFrameOptions.Update )
{
DoQuatLookRotation();
}
}
public override void OnLateUpdate()
{
if (everyFrameOption == everyFrameOptions.LateUpdate )
{
DoQuatLookRotation();
}
}
public override void OnFixedUpdate()
{
if (everyFrameOption == everyFrameOptions.FixedUpdate )
{
DoQuatLookRotation();
}
}
void DoQuatLookRotation()
{
if (!upVector.IsNone)
{
result.Value = Quaternion.LookRotation(direction.Value,upVector.Value);
}
else
{
result.Value = Quaternion.LookRotation(direction.Value);
}
}
}
}