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-rw-r--r--Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs58
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs.meta8
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs58
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs.meta8
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs86
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs.meta8
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs57
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs.meta8
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs57
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs.meta8
10 files changed, 356 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs
new file mode 100644
index 00000000..1a4631a1
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs
@@ -0,0 +1,58 @@
+using UnityEngine;
+using System;
+using System.Reflection;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Gets the value from the field specified. Returns success if the field was retrieved.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=147")]
+ [TaskCategory("Reflection")]
+ [TaskIcon("{SkinColor}ReflectionIcon.png")]
+ public class GetFieldValue : Action
+ {
+ [Tooltip("The GameObject to get the field on")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The component to get the field on")]
+ public SharedString componentName;
+ [Tooltip("The name of the field")]
+ public SharedString fieldName;
+ [Tooltip("The value of the field")]
+ [RequiredField]
+ public SharedVariable fieldValue;
+
+ public override TaskStatus OnUpdate()
+ {
+ if (fieldValue == null) {
+ //Debug.LogWarning("Unable to get field - field value is null");
+ return TaskStatus.Failure;
+ }
+
+ var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
+ if (type == null) {
+ //Debug.LogWarning("Unable to get field - type is null");
+ return TaskStatus.Failure;
+ }
+
+ var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
+ if (component == null) {
+ //Debug.LogWarning("Unable to get the field with component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ // If you are receiving a compiler error on the Windows Store platform see this topic:
+ // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
+ var field = component.GetType().GetField(fieldName.Value);
+ fieldValue.SetValue(field.GetValue(component));
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ componentName = null;
+ fieldName = null;
+ fieldValue = null;
+ }
+ }
+} \ No newline at end of file
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs.meta
new file mode 100644
index 00000000..34bf75c3
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: bc317dd7feb2085499edb0d0c4604640
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs
new file mode 100644
index 00000000..63e50c26
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs
@@ -0,0 +1,58 @@
+using UnityEngine;
+using System;
+using System.Reflection;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Gets the value from the property specified. Returns success if the property was retrieved.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=148")]
+ [TaskCategory("Reflection")]
+ [TaskIcon("{SkinColor}ReflectionIcon.png")]
+ public class GetPropertyValue : Action
+ {
+ [Tooltip("The GameObject to get the property of")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The component to get the property of")]
+ public SharedString componentName;
+ [Tooltip("The name of the property")]
+ public SharedString propertyName;
+ [Tooltip("The value of the property")]
+ [RequiredField]
+ public SharedVariable propertyValue;
+
+ public override TaskStatus OnUpdate()
+ {
+ if (propertyValue == null) {
+ //Debug.LogWarning("Unable to get property - property value is null");
+ return TaskStatus.Failure;
+ }
+
+ var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
+ if (type == null) {
+ //Debug.LogWarning("Unable to get property - type is null");
+ return TaskStatus.Failure;
+ }
+
+ var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
+ if (component == null) {
+ //Debug.LogWarning("Unable to get the property with component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ // If you are receiving a compiler error on the Windows Store platform see this topic:
+ // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
+ var property = component.GetType().GetProperty(propertyName.Value);
+ propertyValue.SetValue(property.GetValue(component, null));
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ componentName = null;
+ propertyName = null;
+ propertyValue = null;
+ }
+ }
+} \ No newline at end of file
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs.meta
new file mode 100644
index 00000000..587385b3
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: dda9c9b7c6ff2ee4f95a2e208cddae64
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs
new file mode 100644
index 00000000..5780c350
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs
@@ -0,0 +1,86 @@
+using UnityEngine;
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Invokes the specified method with the specified parameters. Can optionally store the return value. Returns success if the method was invoked.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=145")]
+ [TaskCategory("Reflection")]
+ [TaskIcon("{SkinColor}ReflectionIcon.png")]
+ public class InvokeMethod : Action
+ {
+ [Tooltip("The GameObject to invoke the method on")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The component to invoke the method on")]
+ public SharedString componentName;
+ [Tooltip("The name of the method")]
+ public SharedString methodName;
+ [Tooltip("The first parameter of the method")]
+ public SharedVariable parameter1;
+ [Tooltip("The second parameter of the method")]
+ public SharedVariable parameter2;
+ [Tooltip("The third parameter of the method")]
+ public SharedVariable parameter3;
+ [Tooltip("The fourth parameter of the method")]
+ public SharedVariable parameter4;
+ [Tooltip("Store the result of the invoke call")]
+ public SharedVariable storeResult;
+
+ public override TaskStatus OnUpdate()
+ {
+ var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
+ if (type == null) {
+ //Debug.LogWarning("Unable to invoke - type is null");
+ return TaskStatus.Failure;
+ }
+
+ var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
+ if (component == null) {
+ //Debug.LogWarning("Unable to invoke method with component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ var parameterList = new List<object>();
+ var parameterTypeList = new List<Type>();
+ SharedVariable sharedVariable = null;
+ for (int i = 0; i < 4; ++i) {
+ var parameterField = GetType().GetField("parameter" + (i + 1));
+ if ((sharedVariable = parameterField.GetValue(this) as SharedVariable) != null) {
+ parameterList.Add(sharedVariable.GetValue());
+ parameterTypeList.Add(sharedVariable.GetType().GetProperty("Value").PropertyType);
+ } else {
+ break;
+ }
+ }
+ // If you are receiving a compiler error on the Windows Store platform see this topic:
+ // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
+ var methodInfo = component.GetType().GetMethod(methodName.Value, parameterTypeList.ToArray());
+
+ if (methodInfo == null) {
+ //Debug.LogWarning("Unable to invoke method " + methodName.Value + " on component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ var result = methodInfo.Invoke(component, parameterList.ToArray());
+ if (storeResult != null) {
+ storeResult.SetValue(result);
+ }
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ componentName = null;
+ methodName = null;
+ parameter1 = null;
+ parameter2 = null;
+ parameter3 = null;
+ parameter4 = null;
+ storeResult = null;
+ }
+ }
+} \ No newline at end of file
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs.meta
new file mode 100644
index 00000000..eed4a86a
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 359bd67578f53034ab2eb00e7696d317
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs
new file mode 100644
index 00000000..c0c9e2f0
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs
@@ -0,0 +1,57 @@
+using UnityEngine;
+using System;
+using System.Reflection;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Sets the field to the value specified. Returns success if the field was set.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=149")]
+ [TaskCategory("Reflection")]
+ [TaskIcon("{SkinColor}ReflectionIcon.png")]
+ public class SetFieldValue : Action
+ {
+ [Tooltip("The GameObject to set the field on")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The component to set the field on")]
+ public SharedString componentName;
+ [Tooltip("The name of the field")]
+ public SharedString fieldName;
+ [Tooltip("The value to set")]
+ public SharedVariable fieldValue;
+
+ public override TaskStatus OnUpdate()
+ {
+ if (fieldValue == null) {
+ //Debug.LogWarning("Unable to get field - field value is null");
+ return TaskStatus.Failure;
+ }
+
+ var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
+ if (type == null) {
+ //Debug.LogWarning("Unable to set field - type is null");
+ return TaskStatus.Failure;
+ }
+
+ var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
+ if (component == null) {
+ //Debug.LogWarning("Unable to set the field with component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ // If you are receiving a compiler error on the Windows Store platform see this topic:
+ // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
+ var field = component.GetType().GetField(fieldName.Value);
+ field.SetValue(component, fieldValue.GetValue());
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ componentName = null;
+ fieldName = null;
+ fieldValue = null;
+ }
+ }
+} \ No newline at end of file
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs.meta
new file mode 100644
index 00000000..433a991c
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 21e389787213ba24ab1a6817def634ae
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs
new file mode 100644
index 00000000..570aefb0
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs
@@ -0,0 +1,57 @@
+using UnityEngine;
+using System;
+using System.Reflection;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Sets the property to the value specified. Returns success if the property was set.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=150")]
+ [TaskCategory("Reflection")]
+ [TaskIcon("{SkinColor}ReflectionIcon.png")]
+ public class SetPropertyValue : Action
+ {
+ [Tooltip("The GameObject to set the property on")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The component to set the property on")]
+ public SharedString componentName;
+ [Tooltip("The name of the property")]
+ public SharedString propertyName;
+ [Tooltip("The value to set")]
+ public SharedVariable propertyValue;
+
+ public override TaskStatus OnUpdate()
+ {
+ if (propertyValue == null) {
+ //Debug.LogWarning("Unable to get field - field value is null");
+ return TaskStatus.Failure;
+ }
+
+ var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
+ if (type == null) {
+ //Debug.LogWarning("Unable to set property - type is null");
+ return TaskStatus.Failure;
+ }
+
+ var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
+ if (component == null) {
+ //Debug.LogWarning("Unable to set the property with component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ // If you are receiving a compiler error on the Windows Store platform see this topic:
+ // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
+ var property = component.GetType().GetProperty(propertyName.Value);
+ property.SetValue(component, propertyValue.GetValue(), null);
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ componentName = null;
+ propertyName = null;
+ propertyValue = null;
+ }
+ }
+} \ No newline at end of file
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs.meta
new file mode 100644
index 00000000..012823b6
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d98b13b7ae4b36b4092b439731466d9b
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData: