137 lines
3.4 KiB
C#
137 lines
3.4 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 so its forward vector points at a Target. The Target can be specified as a GameObject or a world Position. If you specify both, then Position specifies a local offset from the target object's Position.")]
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public class LookAt : FsmStateAction
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{
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[RequiredField]
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[Tooltip("The GameObject to rotate.")]
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public FsmOwnerDefault gameObject;
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[Tooltip("The GameObject to Look At.")]
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public FsmGameObject targetObject;
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[Tooltip("World position to look at, or local offset from Target Object if specified.")]
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public FsmVector3 targetPosition;
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[Tooltip("Rotate the GameObject to point its up direction vector in the direction hinted at by the Up Vector. See Unity Look At docs for more details.")]
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public FsmVector3 upVector;
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[Tooltip("Don't rotate vertically.")]
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public FsmBool keepVertical;
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[Title("Draw Debug Line")]
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[Tooltip("Draw a debug line from the GameObject to the Target.")]
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public FsmBool debug;
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[Tooltip("Color to use for the debug line.")]
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public FsmColor debugLineColor;
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[Tooltip("Repeat every frame.")]
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public bool everyFrame = true;
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private GameObject go;
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private GameObject goTarget;
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private Vector3 lookAtPos;
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private Vector3 lookAtPosWithVertical;
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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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targetPosition = new FsmVector3 { UseVariable = true};
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upVector = new FsmVector3 { UseVariable = true};
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keepVertical = true;
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debug = false;
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debugLineColor = Color.yellow;
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everyFrame = true;
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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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DoLookAt();
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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 OnLateUpdate()
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{
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DoLookAt();
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}
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void DoLookAt()
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{
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if (!UpdateLookAtPosition())
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{
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return;
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}
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go.transform.LookAt(lookAtPos, upVector.IsNone ? Vector3.up : upVector.Value);
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if (debug.Value)
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{
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Debug.DrawLine(go.transform.position, lookAtPos, debugLineColor.Value);
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}
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}
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public bool UpdateLookAtPosition()
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{
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if (Fsm == null)
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{
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return false;
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}
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go = Fsm.GetOwnerDefaultTarget(gameObject);
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if (go == null)
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{
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return false;
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}
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goTarget = targetObject.Value;
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if (goTarget == null && targetPosition.IsNone)
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{
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return false;
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}
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if (goTarget != null)
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{
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lookAtPos = !targetPosition.IsNone ? goTarget.transform.TransformPoint(targetPosition.Value) : goTarget.transform.position;
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}
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else
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{
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lookAtPos = targetPosition.Value;
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}
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lookAtPosWithVertical = lookAtPos;
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if (keepVertical.Value)
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{
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lookAtPos.y = go.transform.position.y;
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}
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return true;
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}
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public Vector3 GetLookAtPosition()
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{
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return lookAtPos;
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}
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public Vector3 GetLookAtPositionWithVertical()
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{
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return lookAtPosWithVertical;
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}
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}
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} |