using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using XericLibrary.Runtime.Type;
namespace XericLibrary
{
///
/// 看向某物
///
public class LookAtSomething : WeaklyMonoBase
{
#region 字段属性
///
/// 看向目标的名称
///
public string lookAtTargetName = "";
///
/// 看向的目标
///
[SerializeField]
private Transform lookAtTarget = null;
///
/// 设定看向的目标
///
public Transform LookAtTarget
{
get => lookAtTarget;
set
{
lookAtTarget = value;
targetValid = lookAtTarget != null;
}
}
///
/// 反转看向轴
///
public bool ReversLookVector = false;
///
/// 看向的轴
///
public Vector3 LookAtVector = Vector3.forward;
///
/// 启用旋转的轴
///
public Vector3 UseableRotateVector = Vector3.one;
///
/// 旋转角速度
///
public float RotateSpeed = 1;
///
/// 看向的目标有效
///
private bool targetValid = true;
#endregion
#region 生命周期
private void Awake()
{
if(lookAtTarget == null && lookAtTargetName != null && lookAtTargetName != "")
{
lookAtTarget = GameObject.Find(lookAtTargetName)?.transform;
}
}
public void OnEnable()
{
targetValid = lookAtTarget != null;
}
public void Update()
{
if(!targetValid)
return;
var lookvec = ReversLookVector ?
transform.position - lookAtTarget.position:
lookAtTarget.position - transform.position;
Quaternion targetRotation = Quaternion.LookRotation(lookvec, LookAtVector);
// 使用 slerp 插值平滑旋转
float step = RotateSpeed * Time.deltaTime;
transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, step);
}
#endregion
}
}