using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityTransform { [TaskCategory("Basic/Transform")] [TaskDescription("Applies a rotation. Returns Success.")] public class RotateAround : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Point to rotate around")] public SharedVector3 point; [Tooltip("Axis to rotate around")] public SharedVector3 axis; [Tooltip("Amount to rotate")] public SharedFloat angle; 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.RotateAround(point.Value, axis.Value, angle.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; point = Vector3.zero; axis = Vector3.zero; angle = 0; } } }