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add basic auto targeting, but it needs ajustements
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@ -25,18 +25,24 @@ public class AutoTarget : MonoBehaviour {
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}
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}
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public Transform GetTarget(Vector3 lookingAngle) {
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public Transform GetTarget(Vector3 lookingAngle) {
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Transform closest = null;
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Transform closest = null;
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float minAngle = minAngleRange;
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float minAngle = minAngleRange;
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Debug.Log("looking direction:" + lookingAngle);
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foreach (Transform t in targets) {
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foreach (Transform t in targets) {
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Vector3 targetDirection = t.transform.position - transform.position;
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Vector3 targetDirection = t.transform.position - transform.position;
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float dot = Vector3.Dot(targetDirection, lookingAngle);
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float realAngle = Mathf.Atan2(targetDirection.z, targetDirection.x) * Mathf.Rad2Deg;
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float angle = Mathf.Acos(dot) * Mathf.Rad2Deg;
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Debug.Log("real angle:" + realAngle);
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if (angle < minAngle) {
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float lookAngle = Mathf.Atan2(lookingAngle.z, lookingAngle.x) * Mathf.Rad2Deg;
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minAngle = angle;
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Debug.Log("look angle:" + lookAngle);
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if (Mathf.Abs(lookAngle - realAngle) < minAngle) {
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minAngle = lookAngle;
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closest = t;
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closest = t;
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}
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}
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}
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}
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@ -75,9 +75,19 @@ public class ChildController : MonoBehaviour
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}
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}
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if (xLookingValue != 0 || zLookingValue != 0) {
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if (xLookingValue != 0 || zLookingValue != 0) {
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//transform.rotation = new Quaternion(0, 1, 0, Mathf.Atan2(zLookingValue, xLookingValue));
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Transform target = _autoTarget.GetTarget(new Vector3(xLookingValue, 0, zLookingValue));
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transform.eulerAngles = new Vector3(transform.eulerAngles.x, Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg, transform.eulerAngles.z);
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_child.target = _autoTarget.GetTarget(new Vector3(xLookingValue, 0, zLookingValue));
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_child.target = target;
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if (_child.target != null) {
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transform.LookAt(_child.target);
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}
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else {
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transform.eulerAngles = new Vector3(
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transform.eulerAngles.x,
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Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg,
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transform.eulerAngles.z);
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}
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}
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}
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}
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}
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