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