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using UnityEngine;
namespace UnityEngine.Graphs.LogicGraph
{
public partial class TransformNodes
{
[Logic (typeof (Transform))]
public sealed class MoveTo : YieldedTransformNodeBase
{
private readonly IMoveToPositionCalculator m_PositionCalculator;
private Vector3 m_InitialPosition;
private Vector3 m_TargetRelativePosition;
public override Transform target { set { m_Target = value; } }
public Vector3 targetOffset { set { m_TargetRelativePosition = value; } }
public MoveTo()
{
m_PositionCalculator = StandardMoveToPositionCalculator.s_Instance;
}
public MoveTo(Transform self, Transform target, Vector3 targetRelativePosition, float time, IMoveToPositionCalculator positionCalculator) : base (self, target, time)
{
m_TargetRelativePosition = targetRelativePosition;
m_PositionCalculator = positionCalculator;
}
protected override void OnStart()
{
m_InitialPosition = self.position;
}
protected override void OnUpdate()
{
self.position = m_PositionCalculator.CalculatePosition(m_Target, m_TargetRelativePosition, m_InitialPosition, m_Percentage, m_Curve);
}
protected override void OnDone()
{
self.position = m_PositionCalculator.CalculatePosition(m_Target, m_TargetRelativePosition, m_InitialPosition, 1.0f, m_Curve);
}
}
}
}
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