// execute the action public int Execute(HeroKitObject hko) { heroKitObject = hko; // get the hero object where the parameters are stored HeroKitObject[] targetObject = HeroObjectFieldValue.GetValueE(heroKitObject, 0, 1); UnityObjectField objectData = UnityObjectFieldValue.GetValueA(heroKitObject, 2); string scriptName = (objectData.value != null) ? objectData.value.name : ""; bool enableComponent = BoolFieldValue.GetValueA(heroKitObject, 3); bool setProperties = BoolValue.GetValue(heroKitObject, 4); bool runThis = (targetObject != null && scriptName != ""); // execute action for all objects in list for (int i = 0; runThis && i < targetObject.Length; i++) { ExecuteOnTarget(targetObject[i], scriptName, enableComponent, setProperties); } // debug info if (heroKitObject.debugHeroObject) { string debugMessage = "MonoScript: " + scriptName; Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, debugMessage)); } return(-99); }
//-------------------------------------------------- // SECTION C //-------------------------------------------------- // Execute the action public int Execute(HeroKitObject hko) { // assign values (don't change) heroKitObject = hko; // replace this part with with your fields & code HeroKitObject[] targetObject = HeroObjectFieldValue.GetValueE(heroKitObject, 0, 1); bool boolValue = BoolFieldValue.GetValueA(heroKitObject, 3); // check to see if we can run this action on one or more hero game objects (don't change if this action can be used on more than one hero game object). bool runThis = (targetObject != null); // execute action for all objects in list (don't change if this action can be used on more than one hero game object). for (int i = 0; runThis && i < targetObject.Length; i++) { ExecuteOnTarget(targetObject[i], boolValue); } // show debug message for this action (add a custom message if desired or delete the custom message). if (hko.debugHeroObject) { Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, "custom message")); } // the return code (don't change) return(-99); }
// Check to see if an integer meets certain conditions in an if statement // This is used by both If and Else If public int Execute(HeroKitObject hko) { // assign variables heroKitObject = hko; eventID = heroKitObject.heroStateData.eventBlock; int actionID = heroKitObject.heroStateData.action; int currentIndent = heroKitObject.heroState.heroEvent[eventID].actions[actionID].indent; // evaluate the if statement int comparison = DropDownListValue.GetValue(heroKitObject, 2); bool value1 = BoolFieldValue.GetValueB(heroKitObject, 1); bool value2 = BoolFieldValue.GetValueA(heroKitObject, 3); bool evaluation = HeroActionCommonRuntime.CompareBools(comparison, value1, value2); // next we need to get the action that we want the game loop to think just executed // this checks to see if the if statement should be run // if it should run, it disables the next conditional action if it is "Else" or "Else If" int thisAction = HeroActionCommonRuntime.RunConditionalIfAction(heroKitObject, eventID, actionID, currentIndent, evaluation); // debug message if (heroKitObject.debugHeroObject) { string debugMessage = "Bool A: " + value1 + "\n" + "Bool B: " + value2 + "\n" + "Result: " + evaluation; Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, debugMessage)); } // return the action that we want the game loop to think just executed return(thisAction); }
// Execute the action public int Execute(HeroKitObject hko) { heroKitObject = hko; bool getThisBool = BoolFieldValue.GetValueA(heroKitObject, 1); BoolFieldValue.SetValueB(heroKitObject, 0, getThisBool); // show debug message if (heroKitObject.debugHeroObject) { string debugMessage = "Result: " + getThisBool; Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, debugMessage)); } return(-99); }
// Execute the action public int Execute(HeroKitObject hko) { heroKitObject = hko; string valueName = StringFieldValue.GetValueA(heroKitObject, 2); int valueType = DropDownListValue.GetValue(heroKitObject, 0); // integer if (valueType == 1) { int value = IntegerFieldValue.GetValueA(heroKitObject, 1); PlayerPrefs.SetInt(valueName, value); } // float else if (valueType == 2) { float value = FloatFieldValue.GetValueA(heroKitObject, 1); PlayerPrefs.SetFloat(valueName, value); } // bool else if (valueType == 3) { bool value = BoolFieldValue.GetValueA(heroKitObject, 1); int newValue = (value) ? 1 : 0; PlayerPrefs.SetInt(valueName, newValue); } // string else if (valueType == 4) { string value = StringFieldValue.GetValueA(heroKitObject, 1); PlayerPrefs.SetString(valueName, value); } // debug message if (heroKitObject.debugHeroObject) { string debugMessage = "Value Type (1=int, 2=float, 3=bool, 4=string): " + valueType + "\n" + "Value Name: " + valueName; Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, debugMessage)); } return(-99); }
// Execute the action public int Execute(HeroKitObject hko) { heroKitObject = hko; SceneObjectValueData objectData = SceneObjectValue.GetValue(heroKitObject, 0, 1, false); bool showCanvas = BoolFieldValue.GetValueA(heroKitObject, 2); Canvas canvas = null; // object is hero object if (objectData.heroKitObject != null) { canvas = objectData.heroKitObject[0].GetHeroComponent <Canvas>("Canvas"); } // object is game object else if (objectData.gameObject != null) { canvas = heroKitObject.GetGameObjectComponent <Canvas>("Canvas", false, objectData.gameObject[0]); } if (canvas != null) { canvas.enabled = showCanvas; } else { Debug.LogError("Can't toggle canvas. There is no canvas attached to this game object."); } //------------------------------------ // debug message //------------------------------------ if (heroKitObject.debugHeroObject) { string strGO = (canvas != null) ? canvas.gameObject.name : ""; string debugMessage = "Game Object: " + strGO; Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, debugMessage)); } return(-99); }
// Execute the action public int Execute(HeroKitObject hko) { heroKitObject = hko; SceneObjectValueData objectData = SceneObjectValue.GetValue(heroKitObject, 0, 1, false); bool value = BoolFieldValue.GetValueA(heroKitObject, 2); Toggle toggle = null; // object is hero object if (objectData.heroKitObject != null) { toggle = objectData.heroKitObject[0].GetHeroComponent <Toggle>("Toggle"); } // object is game object else if (objectData.gameObject != null) { toggle = heroKitObject.GetGameObjectComponent <Toggle>("Toggle", false, objectData.gameObject[0]); } if (toggle != null) { toggle.isOn = value; } //------------------------------------ // debug message //------------------------------------ if (heroKitObject.debugHeroObject) { string strGO = (toggle != null) ? toggle.gameObject.name : ""; string debugMessage = "Game Object: " + strGO + "\n" + "Value: " + value; Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, debugMessage)); } return(-99); }
// Execute the action public int Execute(HeroKitObject hko) { heroKitObject = hko; SceneObjectValueData objectData = SceneObjectValue.GetValue(heroKitObject, 0, 1, false); string stringForText = BoolFieldValue.GetValueA(heroKitObject, 2).ToString(); Text text = null; // object is hero object if (objectData.heroKitObject != null) { text = objectData.heroKitObject[0].GetHeroComponent <Text>("Text"); } // object is game object else if (objectData.gameObject != null) { text = heroKitObject.GetGameObjectComponent <Text>("Text", false, objectData.gameObject[0]); } if (text != null) { text.text = stringForText; } //------------------------------------ // debug message //------------------------------------ if (heroKitObject.debugHeroObject) { string strGO = (text != null) ? text.gameObject.name : ""; string debugMessage = "Game Object: " + strGO + "\n" + "Text: " + stringForText; Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, debugMessage)); } return(-99); }
// Execute the action public int Execute(HeroKitObject hko) { heroKitObject = hko; GameObject gameObject = GameObjectFieldValue.GetValueA(heroKitObject, 0, true); bool value = BoolFieldValue.GetValueA(heroKitObject, 1); bool runThis = (gameObject != null); if (runThis) { gameObject.SetActive(value); } //----------------------------------------- // debugging stuff //----------------------------------------- if (heroKitObject.debugHeroObject) { string debugMessage = "Enabled: " + value; Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, debugMessage)); } return(-99); }