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using UnityEngine;
namespace UnityEngine.Graphs.LogicGraph
{
public partial class TransformNodes
{
[Logic (typeof (Transform))]
public sealed class RotateTo : YieldedTransformNodeBase
{
private readonly IRotateToRotationCalculator m_RotationCalculator;
private Quaternion m_InitialRotation;
private Quaternion m_TargetRelativeRotation;
public override Transform target { set { m_Target = value; } }
public Quaternion targetOffset { set { m_TargetRelativeRotation = value; } }
public RotateTo ()
{
m_RotationCalculator = StandardRotateToRotationCalculator.s_Instance;
}
public RotateTo (Transform self, Transform target, Quaternion targetRelativeRotation, float time, IRotateToRotationCalculator rotationCalculator)
: base (self, target, time)
{
m_TargetRelativeRotation = targetRelativeRotation;
m_RotationCalculator = rotationCalculator;
}
protected override void OnStart ()
{
m_InitialRotation = self.rotation;
}
protected override void OnUpdate ()
{
self.rotation = m_RotationCalculator.CalculateRotation (m_Target, m_TargetRelativeRotation, m_InitialRotation, m_Percentage, m_Curve);
}
protected override void OnDone ()
{
self.rotation = m_RotationCalculator.CalculateRotation (m_Target, m_TargetRelativeRotation, m_InitialRotation, 1.0f, m_Curve);
}
}
}
}
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