Files
Colosseum/Assets/Scripts/AI/BehaviorActions/Actions/RotateToTargetAction.cs
2026-03-11 17:52:16 +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;
}
}