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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.")]
- [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:
- // https://www.opsive.com/support/documentation/behavior-designer/installation/
- 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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