Convert ModuleRestockLookAtConstrain into ModuleRestockConstraints
New module is extendable and modular, allowing constraints to be run in the expected order without relying on possibly undefined behaviorpull/822/head
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using UnityEngine;
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namespace Restock.Constraints
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{
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[System.Serializable]
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public class CopyPositionConstraint : IConstraint
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{
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private readonly string moversName;
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private readonly string targetName;
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private readonly bool local = false;
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// Cached components
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private readonly Transform mover;
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private readonly Transform target;
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public CopyPositionConstraint(ConfigNode node, Part p)
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{
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node.TryGetValue("rotatorsName", ref moversName);
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node.TryGetValue("targetName", ref targetName);
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mover = p.FindModelTransform(moversName);
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target = p.FindModelTransform(targetName);
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}
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public void Update()
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{
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if (mover == null || target == null) return;
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if (local)
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{
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mover.localPosition = target.localPosition;
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}
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else
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{
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mover.position = target.position;
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}
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}
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}
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}
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using UnityEngine;
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namespace Restock.Constraints
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{
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[System.Serializable]
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public class CopyRotationConstraint : IConstraint
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{
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private readonly string rotatorsName;
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private readonly string targetName;
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private readonly bool local = false;
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// Cached components
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private readonly Transform target;
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private readonly Transform rotator;
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public CopyRotationConstraint(ConfigNode node, Part p)
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{
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node.TryGetValue("rotatorsName", ref rotatorsName);
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node.TryGetValue("targetName", ref targetName);
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rotator = p.FindModelTransform(rotatorsName);
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target = p.FindModelTransform(targetName);
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}
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public void Update()
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{
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if (rotator == null || target == null) return;
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if (local)
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{
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rotator.localRotation = target.localRotation;
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}
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else
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{
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rotator.rotation = target.rotation;
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}
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}
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}
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}
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using System;
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using UnityEngine;
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namespace Restock.Constraints
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{
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public interface IConstraint
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{
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void Update();
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}
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}
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using UnityEngine;
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namespace Restock.Constraints
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{
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[System.Serializable]
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public class LookAtConstraint : IConstraint
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{
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private readonly string rotatorsName;
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private readonly string targetName;
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// Cached components
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private readonly Transform target;
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private readonly Transform rotator;
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public LookAtConstraint(ConfigNode node, Part p)
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{
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node.TryGetValue("rotatorsName", ref rotatorsName);
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node.TryGetValue("targetName", ref targetName);
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rotator = p.FindModelTransform(rotatorsName);
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target = p.FindModelTransform(targetName);
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}
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public void Update()
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{
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if (rotator == null || target == null) return;
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var lookPos = target.position - rotator.position;
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var rotation = Quaternion.LookRotation(lookPos, target.up);
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rotator.rotation = rotation;
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}
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}
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}
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