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SendMessage can use variable

master
chrisgregan 9 years ago
parent
commit
590c2c704d
  1. 33
      Assets/Fungus/Flowchart/Scripts/Commands/SendMessage.cs

33
Assets/Fungus/Flowchart/Scripts/Commands/SendMessage.cs

@ -1,4 +1,5 @@
using UnityEngine;
using UnityEngine.Serialization;
using System.Collections;
namespace Fungus
@ -7,8 +8,12 @@ namespace Fungus
"Send Message",
"Sends a message to either the owner Flowchart or all Flowcharts in the scene. Blocks can listen for this message using a Message Received event handler.")]
[AddComponentMenu("")]
public class SendMessage : Command
public class SendMessage : Command, ISerializationCallbackReceiver
{
#region Obsolete Properties
[HideInInspector] [FormerlySerializedAs("message")] public string messageOLD;
#endregion
public enum MessageTarget
{
SameFlowchart,
@ -19,11 +24,11 @@ namespace Fungus
public MessageTarget messageTarget;
[Tooltip("Name of the message to send")]
public string message = "";
public StringData _message = new StringData("");
public override void OnEnter()
{
if (message.Length == 0)
if (_message.Value.Length == 0)
{
Continue();
return;
@ -45,7 +50,7 @@ namespace Fungus
{
foreach (MessageReceived receiver in receivers)
{
receiver.OnSendFungusMessage(message);
receiver.OnSendFungusMessage(_message);
}
}
@ -54,18 +59,34 @@ namespace Fungus
public override string GetSummary()
{
if (message.Length == 0)
if (_message.Value.Length == 0)
{
return "Error: No message specified";
}
return message;
return _message;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
//
// ISerializationCallbackReceiver implementation
//
public virtual void OnBeforeSerialize()
{}
public virtual void OnAfterDeserialize()
{
if (messageOLD != default(string))
{
_message.Value = messageOLD;
messageOLD = default(string);
}
}
}
}
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