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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;
}
}
}
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