using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "Finite State Machine/Action/Look At")] public class LookAtAction : Action { [SerializeField] private bool needY; [SerializeField] private float offset; public override void Act(FiniteStateMachine fsm) { if (needY) { fsm.transform.LookAt(fsm.target.position, Vector3.up); //fsm.transform.eulerAngles = fsm.transform.eulerAngles + new Vector3(0, offset, 0); } else { fsm.transform.LookAt(new Vector3(fsm.target.transform.position.x, fsm.transform.position.y, fsm.target.transform.position.z)); //fsm.transform.eulerAngles = fsm.transform.eulerAngles + new Vector3(0, offset, 0); } } }