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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityTransform
{
[TaskCategory("Basic/Transform")]
[TaskDescription("Sets the local rotation of the Transform. Returns Success.")]
public class SetLocalRotation : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The local rotation of the Transform")]
public SharedQuaternion localRotation;
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;
}
targetTransform.localRotation = localRotation.Value;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
localRotation = Quaternion.identity;
}
}
}
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