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https://github.com/FriendshipIsEpic/FiE-Game.git
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99 lines
No EOL
3.4 KiB
C#
99 lines
No EOL
3.4 KiB
C#
using CinemaDirector.Helpers;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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namespace CinemaDirector
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{
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/// <summary>
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/// An Event for enabling any behaviour that has an "enabled" property.
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/// </summary>
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[CutsceneItemAttribute("Game Object", "Enable Behaviour", CutsceneItemGenre.ActorItem)]
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public class EnableBehaviour : CinemaActorEvent, IRevertable
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{
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// The Component/Behaviour to Enable.
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public Component Behaviour;
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// Options for reverting in editor.
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[SerializeField]
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private RevertMode editorRevertMode = RevertMode.Revert;
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// Options for reverting during runtime.
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[SerializeField]
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private RevertMode runtimeRevertMode = RevertMode.Revert;
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/// <summary>
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/// Cache the state of all actors related to this event.
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/// </summary>
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/// <returns>All the revert info related to this event.</returns>
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public RevertInfo[] CacheState()
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{
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List<Transform> actors = new List<Transform>(GetActors());
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List<RevertInfo> reverts = new List<RevertInfo>();
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foreach (Transform go in actors)
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{
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if (go != null)
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{
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Component b = go.GetComponent(Behaviour.GetType()) as Component;
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if (b != null)
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{
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PropertyInfo pi = Behaviour.GetType().GetProperty("enabled");
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bool value = (bool)pi.GetValue(b, null);
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reverts.Add(new RevertInfo(this, Behaviour, "enabled", value));
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}
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}
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}
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return reverts.ToArray();
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}
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/// <summary>
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/// Trigger this event and Enable the chosen Behaviour.
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/// </summary>
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/// <param name="actor">The actor to perform the behaviour enable on.</param>
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public override void Trigger(GameObject actor)
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{
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Component b = actor.GetComponent(Behaviour.GetType()) as Component;
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if (b != null)
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{
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Behaviour.GetType().GetMember("enabled");
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PropertyInfo fieldInfo = Behaviour.GetType().GetProperty("enabled");
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fieldInfo.SetValue(Behaviour, true, null);
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}
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}
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/// <summary>
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/// Reverse trigger this event and Disable the chosen Behaviour.
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/// </summary>
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/// <param name="actor">The actor to perform the behaviour disable on.</param>
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public override void Reverse(GameObject actor)
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{
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Component b = actor.GetComponent(Behaviour.GetType()) as Component;
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if (b != null)
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{
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PropertyInfo fieldInfo = Behaviour.GetType().GetProperty("enabled");
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fieldInfo.SetValue(b, false, null);
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}
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}
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/// <summary>
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/// Option for choosing when this Event will Revert to initial state in Editor.
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/// </summary>
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public RevertMode EditorRevertMode
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{
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get { return editorRevertMode; }
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set { editorRevertMode = value; }
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}
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/// <summary>
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/// Option for choosing when this Event will Revert to initial state in Runtime.
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/// </summary>
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public RevertMode RuntimeRevertMode
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{
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get { return runtimeRevertMode; }
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set { runtimeRevertMode = value; }
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}
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}
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} |