init
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using System.Collections;
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using RPGCore.ObjectModules.ActionObjectModule;
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using RPGCore.StatusEffect.ObjectModules.StatusObjectModule;
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using UnityEngine;
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namespace RPGCore.Movement.ObjectModules.UnitMovement.Actions
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{
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public class RotateAction : BaseActionParallel
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{
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private Coroutine _rotateCoroutine;
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private readonly bool _isEndless;
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private float _targetYaw;
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private readonly float _rotationSpeed;
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private readonly bool _isForced;
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public RotateAction(float rotationSpeed = 0)
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{
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_isEndless = true;
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_rotationSpeed = rotationSpeed;
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}
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public RotateAction(float targetYaw, float rotationSpeed = 0, bool isForced = false)
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{
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_targetYaw = targetYaw;
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_rotationSpeed = rotationSpeed;
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_isForced = isForced;
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}
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public RotateAction(Vector3 lookAt, float rotationSpeed = 0, bool isForced = false)
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{
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_targetYaw = Quaternion.LookRotation(lookAt - unit.transform.position).eulerAngles.y;
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_rotationSpeed = rotationSpeed;
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_isForced = isForced;
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}
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public void SetYaw(float targetYaw)
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{
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if (!_isEndless)
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{
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Debug.LogWarning($"Usage {nameof(SetYaw)} available only when rotating is endless.");
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return;
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}
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_targetYaw = targetYaw;
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}
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public override bool IsInRange() => true;
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public override void CanDoIt()
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{
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Check(
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_isForced || unit.GetComponent<StatusModule>().IsControllable(),
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UnitIsBusyMessage);
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}
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protected override void OnDoIt()
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{
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BeforePerform();
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// Instant rotation
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if (_rotationSpeed <= 0)
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{
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Rotate(_targetYaw);
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AfterPerform();
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EndIt();
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return;
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}
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// Endless rotation
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if (_isEndless)
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{
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_rotateCoroutine = unit.StartCoroutine(RotationEndlessCoroutine());
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return;
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}
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// Simple rotation to given yaw
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_rotateCoroutine = unit.StartCoroutine(RotationCoroutine());
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}
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private IEnumerator RotationCoroutine()
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{
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while (Mathf.Approximately(unit.transform.rotation.eulerAngles.y, _targetYaw) == false)
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{
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var deltaYaw = Mathf.DeltaAngle(unit.rigidbody.rotation.eulerAngles.y, _targetYaw);
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var deltaYawClamped = Mathf.Sign(deltaYaw) * Mathf.Clamp(Mathf.Abs(deltaYaw), 0, Time.fixedDeltaTime * _rotationSpeed);
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Rotate(unit.rigidbody.rotation.eulerAngles.y + deltaYawClamped);
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yield return new WaitForFixedUpdate();
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}
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AfterPerform();
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EndIt();
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}
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private IEnumerator RotationEndlessCoroutine()
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{
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while (state is ActionState.Running)
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{
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var deltaYaw = Mathf.DeltaAngle(unit.rigidbody.rotation.eulerAngles.y, _targetYaw);
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var deltaYawClamped = Mathf.Sign(deltaYaw) * Mathf.Clamp(Mathf.Abs(deltaYaw), 0, Time.fixedDeltaTime * _rotationSpeed);
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Rotate(unit.rigidbody.rotation.eulerAngles.y + deltaYawClamped);
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yield return new WaitForFixedUpdate();
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}
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}
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private void Rotate(float yaw)
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{
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var targetRotation = unit.transform.rotation.eulerAngles;
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targetRotation.y = yaw;
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unit.rigidbody.MoveRotation(Quaternion.Euler(targetRotation));
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}
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protected override void OnEndIt() { }
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protected override void OnCancelIt()
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{
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if (_rotateCoroutine != null) unit.StopCoroutine(_rotateCoroutine);
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}
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}
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}
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