Files
project-reset/Assets/Scripts/Core/Graph Tasks/UpdateObjectCameraTracking.cs

65 lines
1.7 KiB
C#

using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Serialization.FullSerializer;
using UnityEngine;
using Logger = ParadoxNotion.Services.Logger;
namespace Reset.Units {
[Category("Reset")]
public class UpdateObjectCameraTracking : ActionTask<LockOnManager> {
public BBParameter<GameObject> relatedObject;
enum CameraTrackingTaskAction{
AddOrUpdate,
Remove
}
[ExposeField, fsSerializeAs, Space(5)]
CameraTrackingTaskAction action;
[ParadoxNotion.Design.ShowIf("action", 0)]
public BBParameter<float> weight;
[ParadoxNotion.Design.ShowIf("action", 0)]
public BBParameter<bool> isMain;
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
if (relatedObject.isNull) {
Logger.LogError("There is no object for the camera to add to tracking. May have forgotten a reference/object probably destroyed?");
EndAction(false);
return;
}
if (action == CameraTrackingTaskAction.AddOrUpdate) {
agent.AddNewTarget(relatedObject.value, weight.value, isMain.value);
} else {
agent.QueueTargetRemoval(relatedObject.value);
}
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}