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