init
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using UnityEngine;
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using VOID.Generic.Objects.Abstract;
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using VOID.Generic.Objects.Unit.Actions.Exceptions;
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namespace VOID.Generic.Objects.Unit.Actions
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{
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public class RotateAction : AbstractAction
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{
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private readonly UnitObject _unit;
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private readonly float _targetYaw;
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public RotateAction(UnitObject unit, float targetYaw)
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{
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_unit = unit;
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_targetYaw = targetYaw;
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}
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public RotateAction(UnitObject unit, Vector3 lookAt)
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{
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_unit = unit;
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_targetYaw = Vector3.SignedAngle(
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Vector3.forward,
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Vector3.Scale(lookAt - unit.transform.position, new Vector3(1,0,1)),
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Vector3.up);
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}
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public RotateAction(UnitObject unit, AbstractObject lookAt) : this(unit, lookAt.transform.position) { }
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public override bool IsInRange() => true;
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public override bool CanSkipQueue() => true;
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protected override void OnEndIt() { }
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protected override void OnCancelIt() { }
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public override void CanDoIt()
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{
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Check(
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state == ActionState.Ready,
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UnitActionErrorType.ActionStateIsNotReady);
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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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var targetRotation = _unit.transform.rotation.eulerAngles;
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targetRotation.y = _targetYaw;
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_unit.transform.rotation = Quaternion.Euler(targetRotation);
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AfterPerform();
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EndIt();
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}
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}
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}
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