Aetheria/Assets/Scripts/ServerShared/Agents/Aim.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public class Aim : AgentBehavior
{
public float2 Objective;
private Thruster _thrust;
private Turning _turning;
private VelocityLimit _velocityLimit;
public Aim(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
{
_velocityLimit = Entity.GetBehaviors<VelocityLimit>().FirstOrDefault();
_thrust = Entity.GetBehavior<Thruster>();
_turning = Entity.GetBehavior<Turning>();
}
public override void Update(float delta)
{
if (_thrust != null && _turning != null)
{
float2 diff = Objective - Entity.Position;
_turning.Axis = TurningInput(diff);
_thrust.Axis = 0;
}
}
}