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; } } }