// 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; } } } }