using NaughtyAttributes; using UnityEngine; namespace GameplayIngredients.Rigs { public class ReachPositionRig : MonoBehaviour { public Transform target => m_Target; [Header("Target")] [SerializeField] [InfoBox("Target needs to have the same parent as the current game object", EInfoBoxType.Warning)] protected Transform m_Target; [Header("Motion")] public float Dampen = 1.0f; public float MaximumVelocity = 1.0f; public bool inLocalSpace = false; [Header("On Reach Position")] [ReorderableList] public Callable[] OnReachPosition; public float ReachSnapDistance = 0.01f; bool m_PositionReached = false; bool warnLocalParent() { return m_Target != null && m_Target.transform.parent != transform.parent; } void LateUpdate() { if(m_Target != null) { var transform = gameObject.transform; Vector3 position = inLocalSpace ? transform.localPosition : transform.position; Vector3 targetPosition = inLocalSpace ? m_Target.localPosition : m_Target.position; if (Vector3.Distance(position, targetPosition) < ReachSnapDistance) { if(inLocalSpace) transform.localPosition = targetPosition; else transform.position = targetPosition; if(!m_PositionReached) { Callable.Call(OnReachPosition, this.gameObject); m_PositionReached = true; } } else { var delta = m_Target.position - transform.position; var speed = Time.deltaTime * Mathf.Min((Dampen * delta.magnitude), MaximumVelocity); gameObject.transform.position += delta.normalized * speed; m_PositionReached = false; } } } public void SetTarget(Transform target) { m_Target = target; } } }