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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;
}
}
}
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