Esempio n. 1
0
        private static void AddSetPropertyAction()
        {
            Type actionType = ActionData.GetActionType("HutongGames.PlayMaker.Actions.SetProperty");

            if (actionType == null)
            {
                Dialogs.MissingAction("Set Property");
                return;
            }
            SkillStateAction fsmStateAction = SkillEditor.Builder.InsertAction(SkillEditorMacros.droppedOnState, actionType, SkillEditorMacros.droppedOnAction);
            FieldInfo        field          = actionType.GetField("targetProperty", 20);

            if (field != null)
            {
                FieldInfo     arg_6B_0    = field;
                object        arg_6B_1    = fsmStateAction;
                SkillProperty fsmProperty = new SkillProperty();
                SkillProperty arg_5E_0    = fsmProperty;
                SkillObject   fsmObject   = new SkillObject();
                fsmObject.set_Value(SkillEditorMacros.droppedObject);
                arg_5E_0.TargetObject   = fsmObject;
                fsmProperty.setProperty = true;
                arg_6B_0.SetValue(arg_6B_1, fsmProperty);
            }
            SkillEditor.SetFsmDirty(SkillEditorMacros.droppedOnFsm, true, false, true);
            SkillEditor.SaveActions(SkillEditorMacros.droppedOnFsm);
        }
Esempio n. 2
0
        private static void UpdateGetSetPropertyActions()
        {
            var getPropertyActionType = ActionData.GetActionType("HutongGames.PlayMaker.Actions.GetProperty");
            var setPropertyActionType = ActionData.GetActionType("HutongGames.PlayMaker.Actions.SetProperty");

            FsmEditor.RebuildFsmList();

            foreach (var fsm in FsmEditor.FsmList)
            {
                if (fsm.GameObject == null)
                {
                    continue;
                }         // can't update property paths without GameObject

                var upgraded = false;
                foreach (var state in fsm.States)
                {
                    foreach (var action in state.Actions)
                    {
                        var actionType = action.GetType();
                        if (actionType == getPropertyActionType)
                        {
                            var targetPropertyField = getPropertyActionType.GetField("targetProperty", BindingFlags.Public | BindingFlags.Instance);
                            if (targetPropertyField != null)
                            {
                                upgraded |= TryUpgradeFsmProperty(fsm.GameObject, targetPropertyField.GetValue(action) as FsmProperty);
                            }
                        }
                        else if (actionType == setPropertyActionType)
                        {
                            var targetPropertyField = setPropertyActionType.GetField("targetProperty", BindingFlags.Public | BindingFlags.Instance);
                            if (targetPropertyField != null)
                            {
                                upgraded |= TryUpgradeFsmProperty(fsm.GameObject, targetPropertyField.GetValue(action) as FsmProperty);
                            }
                        }
                    }
                }
                if (upgraded)
                {
                    //Undo called in batch operation seems to crash Unity
                    //FsmEditor.SaveActions(fsm);

                    foreach (var state in fsm.States)
                    {
                        state.SaveActions();
                    }

                    FsmEditor.SetFsmDirty(fsm, true);

#if !UNITY_PRE_5_3
                    UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(fsm.Owner.gameObject.scene);
#elif !UNITY_PRE_5_0
                    // Not sure if we need to do this...?
                    UnityEditor.EditorApplication.MarkSceneDirty();
#endif
                }
            }
        }
Esempio n. 3
0
        public static SkillStateAction AddAction(SkillState state, string actionTypeName, SkillStateAction beforeAction = null)
        {
            Type actionType = ActionData.GetActionType(actionTypeName);

            if (actionType == null)
            {
                Debug.LogError(string.Format(Strings.get_ActionUtility_AddAction_Missing_Action(), actionTypeName));
                return(null);
            }
            return(SkillEditor.Builder.InsertAction(state, actionType, beforeAction));
        }