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43 行
1.5 KiB
43 行
1.5 KiB
using UnityEngine;
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using UOP1.StateMachine;
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using UOP1.StateMachine.ScriptableObjects;
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[CreateAssetMenu(fileName = "RotateAction", menuName = "State Machines/Actions/Rotate")]
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public class RotateActionSO : StateActionSO<RotateAction>
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{
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[Tooltip("Smoothing for rotating the character to their movement direction")]
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public float turnSmoothTime = 0.2f;
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}
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public class RotateAction : StateAction
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{
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//Component references
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private Protagonist _protagonistScript;
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private Transform _transform;
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private float _turnSmoothSpeed; //Used by Mathf.SmoothDampAngle to smoothly rotate the character to their movement direction
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private const float ROTATION_TRESHOLD = .02f; // Used to prevent NaN result causing rotation in a non direction
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private RotateActionSO _originSO => (RotateActionSO)base.OriginSO; // The SO this StateAction spawned from
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public override void Awake(StateMachine stateMachine)
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{
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_protagonistScript = stateMachine.GetComponent<Protagonist>();
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_transform = stateMachine.GetComponent<Transform>();
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}
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public override void OnUpdate()
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{
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Vector3 horizontalMovement = _protagonistScript.movementVector;
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horizontalMovement.y = 0f;
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if (horizontalMovement.sqrMagnitude >= ROTATION_TRESHOLD)
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{
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float targetRotation = Mathf.Atan2(_protagonistScript.movementVector.x, _protagonistScript.movementVector.z) * Mathf.Rad2Deg;
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_transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(
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_transform.eulerAngles.y,
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targetRotation,
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ref _turnSmoothSpeed,
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_originSO.turnSmoothTime);
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}
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}
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}
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