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 Sprite component
/// </summary>
[CommandInfo("Property",
"Sprite",
"Get or Set a property of a Sprite component")]
[AddComponentMenu("")]
public class SpriteProperty : BaseVariableProperty
{
//generated property
public enum Property
{
Border,
PixelsPerUnit,
Pivot,
Packed,
TextureRectOffset,
}
[SerializeField]
protected Property property;
[SerializeField]
[VariableProperty(typeof(SpriteVariable))]
protected SpriteVariable spriteVar;
[SerializeField]
[VariableProperty(typeof(Vector4Variable),
typeof(FloatVariable),
typeof(Vector2Variable),
typeof(BooleanVariable))]
protected Variable inOutVar;
public override void OnEnter()
{
var iov4 = inOutVar as Vector4Variable;
var iof = inOutVar as FloatVariable;
var iov2 = inOutVar as Vector2Variable;
var iob = inOutVar as BooleanVariable;
var target = spriteVar.Value;
switch (getOrSet)
{
case GetSet.Get:
switch (property)
{
case Property.Border:
iov4.Value = target.border;
break;
case Property.PixelsPerUnit:
iof.Value = target.pixelsPerUnit;
break;
case Property.Pivot:
iov2.Value = target.pivot;
break;
case Property.Packed:
iob.Value = target.packed;
break;
case Property.TextureRectOffset:
iov2.Value = target.textureRectOffset;
break;
default:
Debug.Log("Unsupported get or set attempted");
break;
}
break;
case GetSet.Set:
switch (property)
{
default:
Debug.Log("Unsupported get or set attempted");
break;
}
break;
default:
break;
}
Continue();
}
public override string GetSummary()
{
if (spriteVar == null)
{
return "Error: no spriteVar 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 (spriteVar == variable || inOutVar == variable)
return true;
return false;
}
}
}