"Finish Event" wasn't working properly, the angle was always returning zero due to the way Vector3.Angle operates. It was pretty frustrating since the whole point of a 'smooth look at' is to transition smoothly (duh) and fire up an event once it's finished. I did a very minor fix so it just calculates the absolute z offset between angles to assert if it's "done" or not. Here it goes, just copy and paste it over the SmoothLookAt2D.cs content:
// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved.
//--- __ECO__ __ACTION__ ---//
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Transform)]
[Tooltip("Smoothly Rotates a 2d Game Object so its right vector points at a Target. The target can be defined as a 2d Game Object or a 2d/3d world Position. If you specify both, then the position will be used as a local offset from the object's position.")]
public class SmoothLookAt2d : FsmStateAction
{
[RequiredField]
[Tooltip("The GameObject to rotate to face a target.")]
public FsmOwnerDefault gameObject;
[Tooltip("A target GameObject.")]
public FsmGameObject targetObject;
[Tooltip("A target position. If a Target Object is defined, this is used as a local offset.")]
public FsmVector2 targetPosition2d;
[Tooltip("A target position. If a Target Object is defined, this is used as a local offset.")]
public FsmVector3 targetPosition;
[Tooltip("Set the GameObject starting offset. In degrees. 0 if your object is facing right, 180 if facing left etc...")]
public FsmFloat rotationOffset;
[HasFloatSlider(0.5f,15)]
[Tooltip("How fast the look at moves.")]
public FsmFloat speed;
[Tooltip("Draw a line in the Scene View to the look at position.")]
public FsmBool debug;
[Tooltip("If the angle to the target is less than this, send the Finish Event below. Measured in degrees.")]
public FsmFloat finishTolerance;
[Tooltip("Event to send if the angle to target is less than the Finish Tolerance.")]
public FsmEvent finishEvent;
private GameObject previousGo; // track game object so we can re-initialize when it changes.
private Quaternion lastRotation;
private Quaternion desiredRotation;
public override void Reset()
{
gameObject = null;
targetObject = null;
targetPosition2d = new FsmVector2 { UseVariable = true};
targetPosition = new FsmVector3 { UseVariable = true};
rotationOffset = 0;
debug = false;
speed = 5;
finishTolerance = 1;
finishEvent = null;
}
public override void OnEnter()
{
previousGo = null;
}
public override void OnLateUpdate()
{
DoSmoothLookAt();
}
void DoSmoothLookAt()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go == null)
{
return;
}
var goTarget = targetObject.Value;
// re-initialize if game object has changed
if (previousGo != go)
{
lastRotation = go.transform.rotation;
desiredRotation = lastRotation;
previousGo = go;
}
// desired look at position
Vector3 lookAtPos = new Vector3(targetPosition2d.Value.x,targetPosition2d.Value.y,0f);
if (!targetPosition.IsNone)
{
lookAtPos += targetPosition.Value;
}
if (goTarget != null)
{
lookAtPos = goTarget.transform.position;
Vector3 _offset = Vector3.zero;
if (!targetPosition.IsNone)
{
_offset +=targetPosition.Value;
}
if (!targetPosition2d.IsNone)
{
_offset.x = _offset.x+ targetPosition2d.Value.x;
_offset.y = _offset.y+ targetPosition2d.Value.y;
}
if (!targetPosition2d.IsNone || !targetPosition.IsNone)
{
lookAtPos += goTarget.transform.TransformPoint(targetPosition2d.Value);
}
}
Vector3 diff = lookAtPos - go.transform.position;
diff.Normalize();
float rot_z = Mathf.Atan2(diff.y, diff.x) * Mathf.Rad2Deg;
desiredRotation = Quaternion.Euler(0f, 0f, rot_z - rotationOffset.Value);
lastRotation = Quaternion.Slerp(lastRotation, desiredRotation, speed.Value * Time.deltaTime);
go.transform.rotation = lastRotation;
// debug line to target
if (debug.Value)
{
Debug.DrawLine(go.transform.position, lookAtPos, Color.grey);
}
// send finish event?
if (finishEvent != null)
{
//var targetDir = lookAtPos - go.transform.position;
//var angle = Vector3.Angle(targetDir, go.transform.right) - rotationOffset.Value;
var angle = Mathf.Abs(go.transform.rotation.eulerAngles.z - desiredRotation.eulerAngles.z);
if (Mathf.Abs(angle) <= finishTolerance.Value)
{
Fsm.Event(finishEvent);
}
}
}
}
}