using NodeCanvas.Framework; using ParadoxNotion.Design; using UnityEngine; using UnityEngine.AI; namespace BITKit.Node { [Category("AI")] public class LookTargetSmooth : ActionTask { public BBParameter target; public BBParameter repeat = false; private Transform transform; private bool initialUpdateRotation; //Use for initialization. This is called only once in the lifetime of the task. //Return null if init was successfull. Return an error string otherwise protected override string OnInit() { transform = agent.transform; initialUpdateRotation = agent.updateRotation; return null; } public override void OnDrawGizmosSelected() { if (target.isNoneOrNull) return; Gizmos.color = Color.yellow; Gizmos.DrawLine(transform.position, target.value.position); } protected override string info { get { if(!transform|| !target.value) return "No target"; return "Not Initialized"; } } //This is called once each time the task is enabled. //Call EndAction() to mark the action as finished, either in success or failure. //EndAction can be called from anywhere. protected override void OnExecute() { agent.updateRotation = false; } //Called once per frame while the action is active. protected override void OnUpdate() { if (target.isNoneOrNull) return; var _dir = target.value.position - transform.position; var direction =Quaternion.LookRotation(Vector3.ProjectOnPlane(_dir ,Vector3.up)) ; transform.rotation = Quaternion.RotateTowards(transform.rotation,direction,Time.deltaTime*agent.angularSpeed); if (repeat.value is false && transform.rotation == direction) { EndAction(true); } } //Called when the task is disabled. protected override void OnStop() { agent.updateRotation = initialUpdateRotation; } //Called when the task is paused. protected override void OnPause() { } } }