//Returns the blueprint node connections output attribute public override object GetAttribute() { //If the input connections connection node ID is valid if (connections[0].connectionNodeID > -1) { //Return the input connection nodes output attribute return(BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute()); } //Return the default output attribute return(GetDefaultOutputAttribute()); }
//Executes the blueprint node event get mouse button instance public override void Execute() { //If the selected mouse button is being pressed if (Input.GetMouseButton(selectedMouseButton)) { //If the output execution connection is valid if (outputExecutionConnection.connectionNodeID > -1) { //Execute the output execution connection node BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(outputExecutionConnection.connectionNodeID).Execute(); } } }
//Returns the blueprint node math add int output attribute public override object GetAttribute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Return output attribute return(((int)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute()) + ((int)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute())); } //Return default output attribute return(GetDefaultOutputAttribute()); }
//Returns the blueprint node math multiply vector3 output attribute public override object GetAttribute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Create references to input attributes Vector3 a = (Vector3)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute(); Vector3 b = (Vector3)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute(); //Return output attribute return(new Vector3(a.x * b.x, a.y * b.y, a.z * b.z)); } //Return default output attribute return(GetDefaultOutputAttribute()); }
//Executes the blueprint node function scale instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1) { //Create reference to input attributes GameObject gameObject = BlueprintInstanceManager.GetBlueprintParentAt(blueprintID); Vector3 scale = (Vector3)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute(); //Scale the blueprints parent GameObject by the Vector3 input attribute gameObject.transform.localScale = new Vector3(gameObject.transform.localScale.x * scale.x, gameObject.transform.localScale.y * scale.y, gameObject.transform.localScale.z * scale.z); } //Perform base execution base.Execute(); }
//Start initializes the blueprint node event on button click instance public override void StartInitialize() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1) { //Create reference to the button input attribute Button buttonInputAttribute = (Button)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute(); //If the button input attribute is valid if (buttonInputAttribute != null) { //Setup the buttons on click event to call the execute function buttonInputAttribute.onClick.AddListener(Execute); } } }
//Executes the blueprint node blueprint instance public override void Execute() { //If the custom blueprint is valid if (customBlueprintID > -1) { //Create intermediary attributes int attributeIndex = 0; //For each custom blueprint node for (int nodeIndex = 0; nodeIndex < BlueprintInstanceManager.GetBlueprintAt(customBlueprintID).GetBlueprintNodeCount(); nodeIndex++) { //If the custom blueprint node is a variable if (BlueprintInstanceManager.GetBlueprintAt(customBlueprintID).GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariable != null) { //If the connection node ID is valid for the variable if (connections.Count > attributeIndex && connections[attributeIndex].connectionNodeID > -1) { //Set the custom blueprint nodes output attribute to the linked input attribute BlueprintInstanceManager.GetBlueprintAt(customBlueprintID).GetBlueprintNodeAt(nodeIndex).SetAttribute(BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[attributeIndex].connectionNodeID).GetAttribute()); } //Increment the attribute index attributeIndex++; } } //For each custom blueprint node for (int nodeIndex = 0; nodeIndex < BlueprintInstanceManager.GetBlueprintAt(customBlueprintID).GetBlueprintNodeCount(); nodeIndex++) { //If the custom blueprint node is an event start node if (BlueprintInstanceManager.GetBlueprintAt(customBlueprintID).GetBlueprintNodeAt(nodeIndex) as BlueprintNodeEventStart != null) { //Execute the custom blueprint event start node BlueprintInstanceManager.GetBlueprintAt(customBlueprintID).GetBlueprintNodeAt(nodeIndex).Execute(); } } } //If the output execution connection connection node is valid if (outputExecutionConnection.connectionNodeID > -1) { //Execute the output execution node BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(outputExecutionConnection.connectionNodeID).Execute(); } }
//Executes the blueprint node set set y instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Create a copy of the input attribute Vector4 inputAttribute = (Vector4)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute(); //Set the y coordinate of the input attribute to the float input attribute inputAttribute.y = (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute(); //Set the input attribute to the modified input attribute BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).SetAttribute(inputAttribute); } //Execute the output execution node ExecuteOutputExecutionNode(); }
//Executes the blueprint node set set position instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Create reference to the transform input attribute Transform transformInputAttribute = BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute() as Transform; //If the transform input attribute is valid if (transformInputAttribute != null) { //Set the position of the transform input attribute to the vector3 position input attribute transformInputAttribute.position = (Vector3)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute(); } } //Execute the output execution node ExecuteOutputExecutionNode(); }
//Executes the blueprint node set set audio clip instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Create reference to the audio source input attribute AudioSource audioSourceInputAttribute = (AudioSource)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute(); //If the audio source input attribute is valid if (audioSourceInputAttribute != null) { //Set the audio source input attributes audio clip to the audio clip input attribute audioSourceInputAttribute.clip = (AudioClip)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute(); } } //Execute the output execution node ExecuteOutputExecutionNode(); }
//Executes the blueprint node set set text instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Create reference to the text input attribute Text textInputAttribute = (Text)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute(); //If the text input attribute is valid if (textInputAttribute != null) { //Set the text input attributes text value to the string input attribute textInputAttribute.text = (string)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute(); } } //Execute the output execution node ExecuteOutputExecutionNode(); }
//Returns the blueprint node get get transform output attribute public override object GetAttribute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1) { //Create reference to the input attribute GameObject inputAttribute = BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute() as GameObject; //If the input attribute is valid if (inputAttribute != null) { //Return output attribute return(inputAttribute.transform); } } //Return default output attribute return(GetDefaultOutputAttribute()); }
//Executes the blueprint node function translate instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Create reference to the transform input attribute Transform transformInputAttribute = BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute() as Transform; //If the transform input attribute is valid if (transformInputAttribute != null) { //Translate the transform input attribute by the Vector3 input attribute translation transformInputAttribute.Translate((Vector3)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute()); } } //Perform base execution base.Execute(); }
//Executes the blueprint node function play instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1) { //Create reference to the audio source input attribute AudioSource audioSourceInputAttribute = (AudioSource)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute(); //If the audio source input attribute is valid if (audioSourceInputAttribute != null) { //Play the audio source input attribute audioSourceInputAttribute.Play(); } } //Perform base execution base.Execute(); }
//Executes the blueprint node set set bool instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Create reference to the animator input attribute Animator animatorInputAttribute = (Animator)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute(); //If the animator input attribute is valid if (animatorInputAttribute != null) { //Set the animator input attribute animatorInputAttribute.SetBool((string)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute(), (bool)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[2].connectionNodeID).GetAttribute()); } } //Execute the output execution node ExecuteOutputExecutionNode(); }
//Executes the blueprint node function scale instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Create reference to input attributes Transform transformInputAttribute = BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute() as Transform; Vector3 scale = (Vector3)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute(); //If the transform input attribute is valid if (transformInputAttribute != null) { //Scale the transform input attribute by the vector3 input attribute translation transformInputAttribute.localScale = new Vector3(transformInputAttribute.localScale.x * scale.x, transformInputAttribute.localScale.y * scale.y, transformInputAttribute.localScale.z * scale.z); } } //Perform base execution base.Execute(); }
//Executes the blueprint node compare instance public override void Execute() { //If the result is true if (result) { //If the true output execution connection is valid if (connections[0].connectionNodeID > -1) { //Execute the true output execution node BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).Execute(); } } //Otherwise else { //If the false output execution connection is valid if (connections[1].connectionNodeID > -1) { //Execute the false output execution node BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).Execute(); } } }
//Called on start private void Start() { //If the blueprint is valid if (blueprintID > -1) { //For each blueprint node for (int nodeIndex = 0; nodeIndex < BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeCount(); nodeIndex++) { //Start initialize the blueprint node BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(nodeIndex).StartInitialize(); } //For each blueprint node for (int nodeIndex = 0; nodeIndex < BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeCount(); nodeIndex++) { //If the blueprint node is a event start node if (BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(nodeIndex) as BlueprintNodeEventStart != null) { //Execute the blueprint node BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(nodeIndex).Execute(); } } } }
//Executes the blueprint node function rotate instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1) { //Rotate the blueprints parents GameObject by the Vector3 input attribute rotation BlueprintInstanceManager.GetBlueprintParentAt(blueprintID).transform.rotation *= (Quaternion)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute(); } //Perform base execution base.Execute(); }
//Executes the blueprint node compare strings instance public override void Execute() { //If dependent attribute connections are valid if (connections[2].connectionNodeID > -1 && connections[3].connectionNodeID > -1) { //Depending on the mode switch (mode) { //a == b case 0: { //Set the result to the condition result of if attribute a is equal to attribute b result = (string)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[2].connectionNodeID).GetAttribute() == (string)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[3].connectionNodeID).GetAttribute(); break; } //a != b case 1: { //Set the result to the condition result of if attribute a is not equal to attribute b result = (string)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[2].connectionNodeID).GetAttribute() != (string)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[3].connectionNodeID).GetAttribute(); break; } } } //Perform base initialization base.Execute(); }
//Executes the blueprint node set set local rotation instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1) { //Set the blueprints parents GameObjects local rotation to the attribute Quaternion rotation BlueprintInstanceManager.GetBlueprintParentAt(blueprintID).transform.localRotation = (Quaternion)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute(); } //Execute the output execution node ExecuteOutputExecutionNode(); }
//Executes the blueprint node set set variable instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1 && connections[2].connectionNodeID > -1) { //Create reference to the blueprint input attribute Blueprint blueprintInputAttribute = BlueprintInstanceManager.GetBlueprintAt((int)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute()); //If the blueprint input attribute is valid if (blueprintInputAttribute != null) { //Flag indicating whether the blueprint variable has been found bool foundBlueprintVariable = false; //For each node in the blueprint input attribute for (int nodeIndex = 0; nodeIndex < blueprintInputAttribute.GetBlueprintNodeCount(); nodeIndex++) { //If the blueprint node is a variable if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariable != null) { //If the blueprint node variable has a matching variable name if (((BlueprintNodeVariable)blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex)).variableName == (string)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute()) { //Depending on the selected type switch (selectedType) { //Bool case 0: { //If the blueprint node is a variable bool if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableBool != null) { //Set the found blueprint variable flag to true foundBlueprintVariable = true; } break; } //Float case 1: { //If the blueprint node is a variable float if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableFloat != null) { //Set the found blueprint variable flag to true foundBlueprintVariable = true; } break; } //GameObject case 2: { //If the blueprint node is a variable GameObject if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableGameObject != null) { //Set the found blueprint variable flag to true foundBlueprintVariable = true; } break; } //Int case 3: { //If the blueprint node is a variable int if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableInt != null) { //Set the found blueprint variable flag to true foundBlueprintVariable = true; } break; } //Quaternion case 4: { //If the blueprint node is a variable Quaternion if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableQuaternion != null) { //Set the found blueprint variable flag to true foundBlueprintVariable = true; } break; } //String case 5: { //If the blueprint node is a variable string if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableString != null) { //Set the found blueprint variable flag to true foundBlueprintVariable = true; } break; } //Vector2 case 6: { //If the blueprint node is a variable Vector2 if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableVector2 != null) { //Set the found blueprint variable flag to true foundBlueprintVariable = true; } break; } //Vector3 case 7: { //If the blueprint node is a variable Vector3 if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableVector3 != null) { //Set the found blueprint variable flag to true foundBlueprintVariable = true; } break; } //Vector4 case 8: { //If the blueprint node is a variable Vector4 if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableVector4 != null) { //Set the found blueprint variable flag to true foundBlueprintVariable = true; } break; } } //If the blueprint variable is found if (foundBlueprintVariable) { //Set the blueprint nodes output attribute to the input attribute blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex).SetAttribute(BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[2].connectionNodeID).GetAttribute()); break; } } } } } } //Execute the output execution node ExecuteOutputExecutionNode(); }
//Executes the blueprint node set set text instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Set the Quaternion input attribute to the Vector3 input attribute as a Quaternion BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).SetAttribute(Quaternion.Euler((Vector3)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute())); } //Execute the output execution node ExecuteOutputExecutionNode(); }
//Executes the blueprint node set set local scale instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1) { //Set the blueprints parents Gameobjects scale to the attribute Vector3 scale BlueprintInstanceManager.GetBlueprintParentAt(blueprintID).transform.localScale = (Vector3)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute(); } //Execute the output execution node ExecuteOutputExecutionNode(); }
//Executes the blueprint node function look at instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1) { //Rotate the blueprint parents GameObject to look at the transform input attribute BlueprintInstanceManager.GetBlueprintParentAt(blueprintID).transform.LookAt((Transform)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute()); } //Perform base execution base.Execute(); }
//Executes the blueprint node set instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Set the output attribute to the input attribute BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).SetAttribute(BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute()); } //Execute the output execution node ExecuteOutputExecutionNode(); }
//Executes the blueprint node compare float instance public override void Execute() { //If dependent attribute connections are valid if (connections[2].connectionNodeID > -1 && connections[3].connectionNodeID > -1) { //Depending on the mode switch (mode) { //a > b case 0: { //Set the result to the condition result of if attribute a is more than attribute b result = (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[2].connectionNodeID).GetAttribute() > (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[3].connectionNodeID).GetAttribute(); break; } //a < b case 1: { //Set the result to the condition result of if attribute a is less than attribute b result = (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[2].connectionNodeID).GetAttribute() < (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[3].connectionNodeID).GetAttribute(); break; } //a == b case 2: { //Set the result to the condition result of if attribute a is equal to attribute b result = (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[2].connectionNodeID).GetAttribute() == (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[3].connectionNodeID).GetAttribute(); break; } //a >= b case 3: { //Set the result to the condition result of if attribute a is more or equal to attribute b result = (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[2].connectionNodeID).GetAttribute() >= (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[3].connectionNodeID).GetAttribute(); break; } //a <= b case 4: { //Set the result to the condition result of if attribute a is less or equal to attribute b result = (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[2].connectionNodeID).GetAttribute() <= (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[3].connectionNodeID).GetAttribute(); break; } //a != b case 5: { //Set the result to the condition result of if attribute a is not equal to attribute b result = (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[2].connectionNodeID).GetAttribute() != (float)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[3].connectionNodeID).GetAttribute(); break; } } } //Perform base execution base.Execute(); }
//Executes the blueprint node function look at instance public override void Execute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Rotate the input attribute transform to look at the input attribute Vector3 location ((Transform)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute()).LookAt((Vector3)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute()); } //Perform base execution base.Execute(); }
//Returns the blueprint node get get blueprint variable output attribute public override object GetAttribute() { //If dependent attribute connections are valid if (connections[0].connectionNodeID > -1 && connections[1].connectionNodeID > -1) { //Create reference to the blueprint input attribute Blueprint blueprintInputAttribute = BlueprintInstanceManager.GetBlueprintAt((int)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[0].connectionNodeID).GetAttribute()); //If the blueprint input attribute is valid if (blueprintInputAttribute != null) { //For each node in the blueprint input attribute for (int nodeIndex = 0; nodeIndex < blueprintInputAttribute.GetBlueprintNodeCount(); nodeIndex++) { //If the blueprint node is a variable if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariable != null) { //If the blueprint node variable has a matching variable name if (((BlueprintNodeVariable)blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex)).variableName == (string)BlueprintInstanceManager.GetBlueprintAt(blueprintID).GetBlueprintNodeAt(connections[1].connectionNodeID).GetAttribute()) { //Depending on the selected type switch (selectedType) { //Bool case 0: { //If the blueprint node is a variable bool if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableBool != null) { //Return output attribute return(blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex).GetAttribute()); } break; } //Float case 1: { //If the blueprint node is a variable float if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableFloat != null) { //Return output attribute return(blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex).GetAttribute()); } break; } //GameObject case 2: { //If the blueprint node is a variable GameObject if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableGameObject != null) { //Return output attribute return(blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex).GetAttribute()); } break; } //Int case 3: { //If the blueprint node is a variable int if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableInt != null) { //Return output attribute return(blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex).GetAttribute()); } break; } //Quaternion case 4: { //If the blueprint node is a variable Quaternion if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableQuaternion != null) { //Return output attribute return(blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex).GetAttribute()); } break; } //String case 5: { //If the blueprint node is a variable string if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableString != null) { //Return output attribute return(blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex).GetAttribute()); } break; } //Vector2 case 6: { //If the blueprint node is a variable Vector2 if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableVector2 != null) { //Return output attribute return(blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex).GetAttribute()); } break; } //Vector3 case 7: { //If the blueprint node is a variable Vector3 if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableVector3 != null) { //Return output attribute return(blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex).GetAttribute()); } break; } //Vector4 case 8: { //If the blueprint node is a variable Vector4 if (blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariableVector4 != null) { //Return output attribute return(blueprintInputAttribute.GetBlueprintNodeAt(nodeIndex).GetAttribute()); } break; } } } } } } } //Return the default output attribute return(GetDefaultOutputAttribute()); }