
1.引入URP 2.引入InputSystem 3.引入Fungus 4.引入DoTween 5.引入CinemaMachine 6.引入BehaviorTree 7.引入BehaviorTree动作包 8.配置了渲染管线资源 🥵🥵🥵🥵🥵
56 lines
2.1 KiB
C#
56 lines
2.1 KiB
C#
using UnityEngine;
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using System;
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using System.Reflection;
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namespace BehaviorDesigner.Runtime.Tasks
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{
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[TaskDescription("Sets the property to the value specified. Returns success if the property was set.")]
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[TaskCategory("Reflection")]
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[TaskIcon("{SkinColor}ReflectionIcon.png")]
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public class SetPropertyValue : Action
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{
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[Tooltip("The GameObject to set the property on")]
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public SharedGameObject targetGameObject;
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[Tooltip("The component to set the property on")]
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public SharedString componentName;
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[Tooltip("The name of the property")]
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public SharedString propertyName;
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[Tooltip("The value to set")]
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public SharedVariable propertyValue;
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public override TaskStatus OnUpdate()
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{
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if (propertyValue == null) {
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Debug.LogWarning("Unable to get field - field value is null");
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return TaskStatus.Failure;
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}
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var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
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if (type == null) {
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Debug.LogWarning("Unable to set property - type is null");
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return TaskStatus.Failure;
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}
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var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
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if (component == null) {
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Debug.LogWarning("Unable to set the property with component " + componentName.Value);
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return TaskStatus.Failure;
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}
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// If you are receiving a compiler error on the Windows Store platform see this topic:
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// https://www.opsive.com/support/documentation/behavior-designer/installation/
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var property = component.GetType().GetProperty(propertyName.Value);
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property.SetValue(component, propertyValue.GetValue(), null);
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return TaskStatus.Success;
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}
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public override void OnReset()
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{
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targetGameObject = null;
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componentName = null;
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propertyName = null;
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propertyValue = null;
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}
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}
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} |