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; } } }