An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
// <summary>
/// Get or Set a property of a transform component
/// </summary>
[CommandInfo("Transform",
"Property",
"Get or Set a property of a transform component")]
[AddComponentMenu("")]
public class TransformProperty : Command
{
public enum GetSet
{
Get,
Set,
}
public GetSet getOrSet = GetSet.Get;
public enum Property
{
ChildCount,
EulerAngles,
Forward,
HasChanged,
HierarchyCapacity,
HierarchyCount,
LocalEulerAngles,
LocalPosition,
LocalScale,
LossyScale,
Parent,
Position,
Right,
Root,
Up,
//no quat or mat4 yet
//LocalRotation,
//Rotation,
//LocalToWorldMatrix,
//WorldToLocalMatrix
}
[SerializeField]
protected Property property = Property.Position;
[SerializeField]
protected TransformData transformData;
[SerializeField]
[VariableProperty(typeof(BooleanVariable),
typeof(IntegerVariable),
typeof(Vector3Variable),
typeof(TransformVariable))]
protected Variable inOutVar;
public override void OnEnter()
{
var iob = inOutVar as BooleanVariable;
var ioi = inOutVar as IntegerVariable;
var iov = inOutVar as Vector3Variable;
var iot = inOutVar as TransformVariable;
var t = transformData.Value;
switch (getOrSet)
{
case GetSet.Get:
switch (property)
{
case Property.ChildCount:
ioi.Value = t.childCount;
break;
case Property.EulerAngles:
iov.Value = t.eulerAngles;
break;
case Property.Forward:
iov.Value = t.forward;
break;
case Property.HasChanged:
iob.Value = t.hasChanged;
break;
case Property.HierarchyCapacity:
ioi.Value = t.hierarchyCapacity;
break;
case Property.HierarchyCount:
ioi.Value = t.hierarchyCount;
break;
case Property.LocalEulerAngles:
iov.Value = t.localEulerAngles;
break;
case Property.LocalPosition:
iov.Value = t.localPosition;
break;
case Property.LocalScale:
iov.Value = t.localScale;
break;
case Property.LossyScale:
iov.Value = t.lossyScale;
break;
case Property.Parent:
iot.Value = t.parent;
break;
case Property.Position:
iov.Value = t.position;
break;
case Property.Right:
iov.Value = t.right;
break;
case Property.Root:
iot.Value = t.parent;
break;
case Property.Up:
iov.Value = t.up;
break;
default:
break;
}
break;
case GetSet.Set:
switch (property)
{
case Property.ChildCount:
Debug.LogWarning("Cannot Set childCount, it is read only");
break;
case Property.EulerAngles:
t.eulerAngles = iov.Value;
break;
case Property.Forward:
t.forward = iov.Value;
break;
case Property.HasChanged:
t.hasChanged = iob.Value;
break;
case Property.HierarchyCapacity:
t.hierarchyCapacity = ioi.Value;
break;
case Property.HierarchyCount:
Debug.LogWarning("Cannot Set HierarchyCount, it is read only");
break;
case Property.LocalEulerAngles:
t.localEulerAngles = iov.Value;
break;
case Property.LocalPosition:
t.localPosition = iov.Value;
break;
case Property.LocalScale:
t.localScale = iov.Value;
break;
case Property.LossyScale:
Debug.LogWarning("Cannot Set LossyScale, it is read only");
break;
case Property.Parent:
t.parent = iot.Value;
break;
case Property.Position:
t.position = iov.Value;
break;
case Property.Right:
t.right = iov.Value;
break;
case Property.Root:
Debug.LogWarning("Cannot Set Root, it is read only");
break;
case Property.Up:
t.up = iov.Value;
break;
default:
break;
}
break;
default:
break;
}
Continue();
}
public override string GetSummary()
{
if (transformData.Value == null)
{
return "Error: no transform set";
}
var iob = inOutVar as BooleanVariable;
var ioi = inOutVar as IntegerVariable;
var iov = inOutVar as Vector3Variable;
var iot = inOutVar as TransformVariable;
if (iob == null && ioi == null && iov == null && iot == null)
{
return "Error: no variable set to push or pull data to or from";
}
//We could do further checks here, eg, you have selected childcount but set a vec3variable
return getOrSet.ToString() + " " + property.ToString();
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override bool HasReference(Variable variable)
{
if (transformData.transformRef == variable || inOutVar == variable)
return true;
return false;
}
}
}