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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityTransform
{
[TaskCategory("Basic/Transform")]
[TaskDescription("Gets the Angle between a GameObject's forward direction and a target. Returns Success.")]
public class GetAngleToTarget : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The target object to measure the angle to. If null the targetPosition will be used.")]
public SharedGameObject targetObject;
[Tooltip("The world position to measure an angle to. If the targetObject is also not null, this value is used as an offset from that object's position.")]
public SharedVector3 targetPosition;
[Tooltip("Ignore height differences when calculating the angle?")]
public SharedBool ignoreHeight = true;
[Tooltip("The angle to the target")]
[RequiredField]
public SharedFloat storeValue;
private Transform targetTransform;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
targetTransform = currentGameObject.GetComponent<Transform>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (targetTransform == null) {
Debug.LogWarning("Transform is null");
return TaskStatus.Failure;
}
Vector3 targetPos;
if (targetObject.Value != null) {
targetPos = targetObject.Value.transform.InverseTransformPoint(targetPosition.Value);
} else {
targetPos = targetPosition.Value;
}
if (ignoreHeight.Value) {
targetPos.y = targetTransform.position.y;
}
var targetDir = targetPos - targetTransform.position;
storeValue.Value = Vector3.Angle(targetDir, targetTransform.forward);
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
targetObject = null;
targetPosition = Vector3.zero;
ignoreHeight = true;
storeValue = 0;
}
}
}
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