143 lines
2.9 KiB
C#
143 lines
2.9 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("Sets the Rotation of a Game Object. To leave any axis unchanged, set variable to 'None'.")]
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public class SetRotation : 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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[UIHint(UIHint.Variable)]
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[Tooltip("Use a stored quaternion, or vector angles below.")]
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public FsmQuaternion quaternion;
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[UIHint(UIHint.Variable)]
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[Title("Euler Angles")]
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[Tooltip("Use euler angles stored in a Vector3 variable, and/or set each axis below.")]
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public FsmVector3 vector;
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public FsmFloat xAngle;
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public FsmFloat yAngle;
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public FsmFloat zAngle;
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[Tooltip("Use local or world space.")]
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public Space space;
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[Tooltip("Repeat every frame.")]
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public bool everyFrame;
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[Tooltip("Perform in LateUpdate. This is useful if you want to override the position of objects that are animated or otherwise positioned in Update.")]
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public bool lateUpdate;
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public override void Reset()
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{
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gameObject = null;
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quaternion = 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.World;
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everyFrame = false;
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lateUpdate = false;
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}
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public override void OnPreprocess()
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{
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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)
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{
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DoSetRotation();
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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)
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{
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DoSetRotation();
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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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DoSetRotation();
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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 DoSetRotation()
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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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// Individual angle axis can override Quaternion and Vector angles
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// So we build up the final rotation in steps
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Vector3 rotation;
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if (!quaternion.IsNone)
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{
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rotation = quaternion.Value.eulerAngles;
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}
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else if (!vector.IsNone)
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{
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rotation = vector.Value;
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}
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else
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{
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// use current rotation of the game object
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rotation = space == Space.Self ? go.transform.localEulerAngles : go.transform.eulerAngles;
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}
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// Override each axis
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if (!xAngle.IsNone)
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{
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rotation.x = xAngle.Value;
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}
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if (!yAngle.IsNone)
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{
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rotation.y = yAngle.Value;
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}
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if (!zAngle.IsNone)
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{
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rotation.z = zAngle.Value;
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}
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// apply rotation
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if (space == Space.Self)
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{
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go.transform.localEulerAngles = rotation;
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}
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else
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{
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go.transform.eulerAngles = rotation;
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}
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}
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}
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} |