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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks
- {
- [TaskDescription("Compares the property value to the value specified. Returns success if the values are the same.")]
- [TaskCategory("Reflection")]
- [TaskIcon("{SkinColor}ReflectionIcon.png")]
- public class ComparePropertyValue : Conditional
- {
- [Tooltip("The GameObject to compare the property of")]
- public SharedGameObject targetGameObject;
- [Tooltip("The component to compare the property of")]
- public SharedString componentName;
- [Tooltip("The name of the property")]
- public SharedString propertyName;
- [Tooltip("The value to compare to")]
- public SharedVariable compareValue;
- public override TaskStatus OnUpdate()
- {
- if (compareValue == null) {
- Debug.LogWarning("Unable to compare field - compare value is null");
- return TaskStatus.Failure;
- }
-
- var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
- if (type == null) {
- Debug.LogWarning("Unable to compare property - type is null");
- return TaskStatus.Failure;
- }
- var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
- if (component == null) {
- Debug.LogWarning("Unable to compare 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);
- var propertyValue = property.GetValue(component, null);
- if (propertyValue == null && compareValue.GetValue() == null) {
- return TaskStatus.Success;
- }
- return propertyValue.Equals(compareValue.GetValue()) ? TaskStatus.Success : TaskStatus.Failure;
- }
- public override void OnReset()
- {
- targetGameObject = null;
- componentName = null;
- propertyName = null;
- compareValue = null;
- }
- }
- }
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