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().FirstOrDefault(); _thrust = Entity.GetBehavior(); _turning = Entity.GetBehavior(); } public override void Update(float delta) { if (_thrust != null && _turning != null) { float2 diff = Objective - Entity.Position; _turning.Axis = TurningInput(diff); _thrust.Axis = 0; } } }