Beispiel #1
0
 public override void OnEnter()
 {
     targetProperty.SetValue();
     if (!everyFrame)
     {
         Finish();
     }
 }
Beispiel #2
0
        public override void OnEnter()
        {
            targetProperty.SetValue();

                        #if UNITY_EDITOR
            if (debug || LinkerData.DebugAll)
            {
                UnityEngine.Debug.Log("<Color=blue>SetProperty</Color> on " + this.Fsm.GameObjectName + ":" + this.Fsm.Name + "\n" +
                                      "<Color=red>TargetType</Color>\t\t" + targetProperty.TargetTypeName + "\n" +
                                      "<Color=red>Assembly</Color>\t\t" + targetProperty.TargetType.Assembly.FullName + "\n" +
                                      "<Color=red>Property</Color>\t\t\t" + targetProperty.PropertyName + " <" + targetProperty.PropertyType + ">\n");

                LinkerData.RegisterClassDependancy(targetProperty.TargetType, targetProperty.TargetTypeName);
            }
                        #endif

            if (!everyFrame)
            {
                Finish();
            }
        }
 public void DoSetProperty()
 {
     targetProperty.SetValue();
 }