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using UnityEngine;
public class RotateForwardToRVOVelocity : MonoBehaviour
{
public Transform transformToRotate;
public PathfindMovement target;
public AutoAttack attack;
public float regularSmoothTime = 0.1f;
public float attackSmoothTime = 0.05f;
private Vector3 desiredForward;
private Vector3 angularVelocityRef;
private float minSqVelocity = 1.5f;
private bool attackOverride;
private void Start()
{
if ((bool)attack)
{
attack.onAttackTriggered.AddListener(OnAttack);
}
desiredForward = transformToRotate.forward;
}
private void Update()
{
if ((bool)target && target.RVO.velocity.sqrMagnitude > minSqVelocity && !attackOverride)
{
desiredForward = target.RVO.velocity;
desiredForward.y = 0f;
desiredForward.Normalize();
}
if (Vector3.Angle(transformToRotate.forward, desiredForward) > 3f)
{
if (attackOverride)
{
transformToRotate.forward = Vector3.SmoothDamp(transformToRotate.forward, desiredForward, ref angularVelocityRef, attackSmoothTime);
}
else
{
transformToRotate.forward = Vector3.SmoothDamp(transformToRotate.forward, desiredForward, ref angularVelocityRef, regularSmoothTime);
}
}
else
{
attackOverride = false;
}
}
private void OnAttack()
{
desiredForward = attack.LastTargetPosition - transformToRotate.position;
desiredForward.y = 0f;
desiredForward.Normalize();
attackOverride = true;
}
}
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