// Copyright (C) 2023 Nicholas Maltbie
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
// associated documentation files (the "Software"), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge, publish, distribute,
// sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
// BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using nickmaltbie.OpenKCC.CameraControls;
using nickmaltbie.OpenKCC.Character;
using nickmaltbie.OpenKCC.Utils;
using nickmaltbie.TestUtilsUnity;
using UnityEngine;
namespace nickmaltbie.OpenKCC.cinemachine.Player
{
///
/// Rotate a player avatar to face in the
/// direction of their movement.
///
[RequireComponent(typeof(KCCStateMachine))]
[RequireComponent(typeof(ICameraControls))]
public class RotatePlayerMovement : MonoBehaviour
{
///
/// Unity service for managing testing.
///
public IUnityService unityService = UnityService.Instance;
///
/// Avatar base to rotate.
///
public GameObject avatarBase;
///
/// Rotation speed in degrees per second.
///
public float rotationSpeed = 15.0f;
public void LateUpdate()
{
KCCStateMachine sm = GetComponent();
ICameraControls cameraControls = GetComponent();
if (sm.InputMovement.magnitude > KCCUtils.Epsilon)
{
// Rotate the avatar to follow the direction of the
// player's movement if it's grater than some dead zone
// with a given turning rate.
Quaternion currentHeading = avatarBase.transform.rotation;
var desiredHeading = Quaternion.LookRotation(cameraControls.PlayerHeading * sm.InputMovement);
// Rotate the current heading towards the desired heading.
var rotatedHeading = Quaternion.RotateTowards(currentHeading, desiredHeading, rotationSpeed * unityService.deltaTime);
// set the avatar rotation to be the new rotated heading.
avatarBase.transform.rotation = rotatedHeading;
}
}
}
}