blob: 570aefb0330be4d6da9f0c6b4d91b52bf0a8acce (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
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;
}
}
}
|