using UnityEngine; namespace ET { public class TurnComponentUpdateSystem : UpdateSystem { public override void Update(TurnComponent self) { self.Update(); } } public static class TurnComponentSystem { public static void Update(this TurnComponent self) { self.UpdateTurn(); } private static void UpdateTurn(this TurnComponent self) { //Log.Debug($"update turn: {this.t} {this.TurnTime}"); if (self.t > self.TurnTime) { return; } self.t += Time.deltaTime; Quaternion v = Quaternion.Slerp(self.From, self.To, self.t / self.TurnTime); self.GetParent().Rotation = v; } /// /// 改变Unit的朝向 /// public static void Turn2D(this TurnComponent self, Vector3 dir, float turnTime = 0.1f) { Vector3 nexpos = self.GetParent().GameObject.transform.position + dir; self.Turn(nexpos, turnTime); } /// /// 改变Unit的朝向 /// public static void Turn(this TurnComponent self, Vector3 target, float turnTime = 0.1f) { Quaternion quaternion = PositionHelper.GetVector3ToQuaternion(self.GetParent().Position, target); self.To = quaternion; self.From = self.GetParent().Rotation; self.t = 0; self.TurnTime = turnTime; } /// /// 改变Unit的朝向 /// /// 与X轴正方向的夹角 public static void Turn(this TurnComponent self, float angle, float turnTime = 0.1f) { Quaternion quaternion = PositionHelper.GetAngleToQuaternion(angle); self.To = quaternion; self.From = self.GetParent().Rotation; self.t = 0; self.TurnTime = turnTime; } public static void Turn(this TurnComponent self, Quaternion quaternion, float turnTime = 0.1f) { self.To = quaternion; self.From = self.GetParent().Rotation; self.t = 0; self.TurnTime = turnTime; } public static void TurnImmediately(this TurnComponent self, Quaternion quaternion) { self.GetParent().Rotation = quaternion; } public static void TurnImmediately(this TurnComponent self, Vector3 target) { Vector3 nowPos = self.GetParent().Position; if (nowPos == target) { return; } Quaternion quaternion = PositionHelper.GetVector3ToQuaternion(self.GetParent().Position, target); self.GetParent().Rotation = quaternion; } public static void TurnImmediately(this TurnComponent self, float angle) { Quaternion quaternion = PositionHelper.GetAngleToQuaternion(angle); self.GetParent().Rotation = quaternion; } } }