An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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/*This script has been, partially or completely, generated by the Fungus.GenerateVariableWindow*/
using UnityEngine;
namespace Fungus
{
// <summary>
/// Get or Set a property of a Collection component
/// </summary>
[CommandInfo("Property",
"Collection",
"Get or Set a property of a Collection component")]
[AddComponentMenu("")]
public class CollectionProperty : BaseVariableProperty
{
//generated property
public enum Property
{
Capacity,
Count,
IsFixedSize,
IsReadOnly,
IsSynchronized,
Name,
}
[SerializeField]
protected Property property;
[SerializeField]
protected CollectionData collectionData;
[SerializeField]
[VariableProperty(typeof(IntegerVariable),
typeof(BooleanVariable),
typeof(StringVariable))]
protected Variable inOutVar;
public override void OnEnter()
{
var ioi = inOutVar as IntegerVariable;
var iob = inOutVar as BooleanVariable;
var ios = inOutVar as StringVariable;
var target = collectionData.Value;
switch (getOrSet)
{
case GetSet.Get:
switch (property)
{
case Property.Capacity:
ioi.Value = target.Capacity;
break;
case Property.Count:
ioi.Value = target.Count;
break;
case Property.IsFixedSize:
iob.Value = target.IsFixedSize;
break;
case Property.IsReadOnly:
iob.Value = target.IsReadOnly;
break;
case Property.IsSynchronized:
iob.Value = target.IsSynchronized;
break;
case Property.Name:
ios.Value = target.Name;
break;
default:
Debug.Log("Unsupported get or set attempted");
break;
}
break;
case GetSet.Set:
switch (property)
{
case Property.Capacity:
target.Capacity = ioi.Value;
break;
default:
Debug.Log("Unsupported get or set attempted");
break;
}
break;
default:
break;
}
Continue();
}
public override string GetSummary()
{
if (collectionData.Value == null)
{
return "Error: no collection set";
}
if (inOutVar == null)
{
return "Error: no variable set to push or pull data to or from";
}
return getOrSet.ToString() + " " + property.ToString();
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override bool HasReference(Variable variable)
{
if (collectionData.collectionRef == variable || inOutVar == variable)
return true;
return false;
}
}
}