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