/// <summary> /// Tries to parse the given data to the target <see cref="IEvent"/>. /// </summary> /// <param name="eventParams">List of string-parameters to parse.</param> /// <param name="target">Target instance to parse the data to.</param> /// <returns><c>true</c> if the parsing was succesful, otherwise <c>false</c> is returned.</returns> public bool TryParse(List<string> eventParams, IEvent target) { if (eventParams.Count < 4) { return false; } if (string.IsNullOrEmpty(eventParams[0])) { return false; } float posX, posY, posZ; if( !float.TryParse(eventParams[1], out posX) || !float.TryParse(eventParams[2], out posY) || !float.TryParse(eventParams[3], out posZ) ) { return false; } if (!target.HasProperty("EntityName") || !target.HasProperty("Target")) { return false; } UnityEngine.Vector3 targetPosition = new UnityEngine.Vector3(); targetPosition.x = posX; targetPosition.y = posY; targetPosition.z = posZ; target.SetProperty("EntityName", eventParams[0]); target.SetProperty("Target", targetPosition); return true; }
/// <summary> /// Tries to parse the given data to the target <see cref="IEvent"/>. /// </summary> /// <param name="eventParams">List of string-parameters to parse.</param> /// <param name="target">Target instance to parse the data to.</param> /// <returns><c>true</c> if the parsing was succesful, otherwise <c>false</c> is returned.</returns> public bool TryParse(List<string> eventParams, IEvent target) { if (eventParams.Count < 2) { return false; } if (string.IsNullOrEmpty(eventParams[0])) { return false; } float duration; if (!float.TryParse(eventParams[1], out duration)) { return false; } if(!target.HasProperty("Name") || !target.HasProperty("Duration")) { return false; } target.SetProperty("Name", eventParams[0]); target.SetProperty("Duration", duration); return true; }
/// <summary> /// Tries to parse the given data to the target <see cref="IEvent"/>. /// </summary> /// <param name="eventParams">List of string-parameters to parse.</param> /// <param name="target">Target instance to parse the data to.</param> /// <returns><c>true</c> if the parsing was succesful, otherwise <c>false</c> is returned.</returns> public bool TryParse(List<string> eventParams, IEvent target) { if (eventParams.Count < 2) { return false; } if (string.IsNullOrEmpty(eventParams[0]) || string.IsNullOrEmpty(eventParams[1])) { return false; } if (!target.HasProperty("EntityName") || !target.HasProperty("ComponentName")) { return false; } target.SetProperty("EntityName", eventParams[0]); target.SetProperty("ComponentName", eventParams[1]); return true; }
/// <summary> /// Tries to parse the given data to the target <see cref="IEvent"/>. /// </summary> /// <param name="eventParams">List of string-parameters to parse.</param> /// <param name="target">Target instance to parse the data to.</param> /// <returns><c>true</c> if the parsing was succesful, otherwise <c>false</c> is returned.</returns> public bool TryParse(List<string> eventParams, IEvent target) { if (eventParams.Count < 1) { return false; } if (string.IsNullOrEmpty(eventParams[0])) { return false; } if (!target.HasProperty("SceneName")) { return false; } target.SetProperty("SceneName", eventParams[0]); return true; }