using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityTransform { [TaskCategory("Basic/Transform")] [TaskDescription("Applies a rotation. Returns Success.")] public class Rotate : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Amount to rotate")] public SharedVector3 eulerAngles; [Tooltip("Specifies which axis the rotation is relative to")] public Space relativeTo = Space.Self; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.Rotate(eulerAngles.Value, relativeTo); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; eulerAngles = Vector3.zero; relativeTo = Space.Self; } } }