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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
{
[TaskCategory("Basic/Animator")]
[TaskDescription("Sets the look at position. Returns Success.")]
public class SetLookAtPosition : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The position to lookAt")]
public SharedVector3 position;
private Animator animator;
private GameObject prevGameObject;
private bool positionSet;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
animator = currentGameObject.GetComponent<Animator>();
prevGameObject = currentGameObject;
}
positionSet = false;
}
public override TaskStatus OnUpdate()
{
if (animator == null) {
Debug.LogWarning("Animator is null");
return TaskStatus.Failure;
}
return positionSet ? TaskStatus.Success : TaskStatus.Running;
}
public override void OnAnimatorIK()
{
if (animator == null) {
return;
}
animator.SetLookAtPosition(position.Value);
positionSet = true;
}
public override void OnReset()
{
targetGameObject = null;
position = Vector3.zero;
}
}
}
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