Files
Colosseum/Assets/_Game/Scripts/AI/BehaviorActions/Actions/RotateToTargetAction.cs
dal4segno c265f980db chore: Assets 디렉토리 구조 정리 및 네이밍 컨벤션 적용
- Assets/_Game/ 하위로 게임 에셋 통합
- External/ 패키지 벤더별 분류 (Synty, Animations, UI)
- 에셋 네이밍 컨벤션 확립 및 적용
  (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등)
- pre-commit hook으로 네이밍 컨벤션 자동 검사 추가
- RESTRUCTURE_CHECKLIST.md 작성

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-16 19:08:27 +09:00

55 lines
1.6 KiB
C#

using System;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "RotateToTarget", story: "[대상을] ", category: "Action", id: "30341f7e1af0565c0aca0253341b3e28")]
public partial class RotateToTargetAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<float> RotationSpeed = new BlackboardVariable<float>(10f);
[SerializeReference]
public BlackboardVariable<float> AngleThreshold = new BlackboardVariable<float>(5f);
protected override Status OnUpdate()
{
if (Target.Value == null)
{
return Status.Failure;
}
Vector3 direction = Target.Value.transform.position - GameObject.transform.position;
direction.y = 0f;
if (direction == Vector3.zero)
{
return Status.Success;
}
Quaternion targetRotation = Quaternion.LookRotation(direction);
float angleDifference = Quaternion.Angle(GameObject.transform.rotation, targetRotation);
// 임계값 이내면 성공
if (angleDifference <= AngleThreshold.Value)
{
return Status.Success;
}
// 부드럽게 회전
GameObject.transform.rotation = Quaternion.Slerp(
GameObject.transform.rotation,
targetRotation,
RotationSpeed.Value * Time.deltaTime
);
return Status.Running;
}
}