using UnityEngine; using UnityEngine.Serialization; using System.Collections; using System.Collections.Generic; namespace Fungus { [CommandInfo("Scripting", "Set Active", "Sets a game object in the scene to be active / inactive.")] [AddComponentMenu("")] public class SetActive : Command, ISerializationCallbackReceiver { [Tooltip("Reference to game object to enable / disable")] public GameObjectData _targetGameObject; [Tooltip("Set to true to enable the game object")] public BooleanData activeState; public override void OnEnter() { if (_targetGameObject.Value != null) { _targetGameObject.Value.SetActive(activeState.Value); } Continue(); } public override string GetSummary() { if (_targetGameObject.Value == null) { return "Error: No game object selected"; } return _targetGameObject.Value.name + " = " + activeState.GetDescription(); } public override Color GetButtonColor() { return new Color32(235, 191, 217, 255); } #region Backwards compatibility [HideInInspector] [FormerlySerializedAs("targetGameObject")] public GameObject targetGameObjectOLD; public virtual void OnBeforeSerialize() {} public virtual void OnAfterDeserialize() { if (targetGameObjectOLD != null) { _targetGameObject.Value = targetGameObjectOLD; targetGameObjectOLD = null; } } #endregion } }