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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions
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{
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[Category("Movement/Direct")]
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[Description("Rotate the agent away from target per frame")]
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public class RotateAway : ActionTask<Transform>
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{
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[RequiredField]
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public BBParameter<GameObject> target;
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public BBParameter<float> speed = 2;
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[SliderField(1, 180)]
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public BBParameter<float> angleDifference = 5;
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public BBParameter<Vector3> upVector = Vector3.up;
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public bool waitActionFinish;
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protected override void OnUpdate() {
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if ( Vector3.Angle(target.value.transform.position - agent.position, -agent.forward) <= angleDifference.value ) {
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EndAction();
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return;
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}
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var dir = target.value.transform.position - agent.position;
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agent.rotation = Quaternion.LookRotation(Vector3.RotateTowards(agent.forward, dir, -speed.value * Time.deltaTime, 0), upVector.value);
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if ( !waitActionFinish ) {
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EndAction();
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}
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}
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}
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}
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