public void Start()
    {
        //Debug.Log( "ExampleScript: Start" );

        parmIndex       = 0;
        parmNames       = null;
        myAsset         = null;
        parmName        = "";
        parmSize        = 0;
        parmType        = HoudiniAssetAccessor.ParmType.INVALID;
        parmIntValue    = null;
        parmFloatValue  = null;
        parmStringValue = null;

        // If the game object has a HAPI_Asset component then get
        // the parameters for this asset and set the selected
        // parameter to be the asset's first parameter
        myAsset = HoudiniAssetAccessor.getAssetAccessor(gameObject);
        if (myAsset != null)
        {
            Debug.Log("Asset name: " + myAsset.prName);
            parmNames = myAsset.getParameters();
            setSelectedParameter();
        }
    }
    // Set the currently selected parameter and retrieve its values
    public void setSelectedParameter()
    {
        try
        {
            if (!hasAsset())
            {
                return;
            }

            parmName        = parmNames[parmIndex];
            parmSize        = myAsset.getParmSize(parmName);
            parmType        = myAsset.getParmType(parmName);
            parmIntValue    = null;
            parmFloatValue  = null;
            parmStringValue = null;

            if (parmType == HoudiniAssetAccessor.ParmType.INT)
            {
                parmIntValue = new int[parmSize];

                for (int i = 0; i < parmSize; i++)
                {
                    parmIntValue[i] = myAsset.getParmIntValue(parmName, i);
                }
            }
            else if (parmType == HoudiniAssetAccessor.ParmType.FLOAT)
            {
                parmFloatValue = new float[parmSize];

                for (int i = 0; i < parmSize; i++)
                {
                    parmFloatValue[i] = myAsset.getParmFloatValue(parmName, i);
                }
            }
            else if (parmType == HoudiniAssetAccessor.ParmType.STRING)
            {
                parmStringValue = new string[parmSize];

                for (int i = 0; i < parmSize; i++)
                {
                    parmStringValue[i] = myAsset.getParmStringValue(parmName, i);
                }
            }
        }
        catch (HoudiniError err)
        {
            Debug.LogError(err.ToString());
        }
    }
Example #3
0
	public void Start() 
	{
		//Debug.Log( "ExampleScript: Start" );

		parmIndex = 0;
		parmNames = null;
		myAsset = null;
		parmName = "";
		parmSize = 0;
		parmType = HoudiniAssetAccessor.ParmType.INVALID;
		parmIntValue = null;
		parmFloatValue = null;
		parmStringValue = null;

		// If the game object has a HAPI_Asset component then get
		// the parameters for this asset and set the selected
		// parameter to be the asset's first parameter
		myAsset = HoudiniAssetAccessor.getAssetAccessor( gameObject );
		if ( myAsset != null )
		{
			Debug.Log( "Asset name: " + myAsset.prName );
			parmNames = myAsset.getParameters();
			setSelectedParameter();
		}
	}
Example #4
0
	// Set the currently selected parameter and retrieve its values
	public void setSelectedParameter()
	{
		try
		{
			if ( !hasAsset() )
				return;

			parmName = parmNames[ parmIndex ];
			parmSize = myAsset.getParmSize( parmName );
			parmType = myAsset.getParmType( parmName );
			parmIntValue = null;
			parmFloatValue = null;
			parmStringValue = null;

			if ( parmType == HoudiniAssetAccessor.ParmType.INT )
			{
				parmIntValue = new int[ parmSize ];

				for ( int i = 0; i < parmSize; i++ )
				{
					parmIntValue[ i ] = myAsset.getParmIntValue( parmName, i );
				}
			}
			else if ( parmType == HoudiniAssetAccessor.ParmType.FLOAT )
			{
				parmFloatValue = new float[ parmSize ];
				
				for ( int i = 0; i < parmSize; i++ )
				{
					parmFloatValue[ i ] = myAsset.getParmFloatValue( parmName, i );
				}
			}
			else if ( parmType == HoudiniAssetAccessor.ParmType.STRING )
			{
				parmStringValue = new string[ parmSize ];
				
				for ( int i = 0; i < parmSize; i++ )
				{
					parmStringValue[ i ] = myAsset.getParmStringValue( parmName, i );
				}
			}
		}
		catch ( HoudiniError err )
		{
			Debug.LogError( err.ToString() );
		}
	}