playMaker

Author Topic: ReadBool.cs  (Read 2048 times)

giyomu

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ReadBool.cs
« on: July 20, 2011, 05:04:23 PM »
Inspired form jean action,

a ReadBool, that allow you to not need store variable eventually and just pass directly an event from the value you read.

Code: [Select]
using UnityEngine;
using HutongGames.PlayMaker;

[ActionCategory(ActionCategory.StateMachine)]
[Tooltip("Read a bool from another Fsm, either store it value and assign it to another variable in this fsm , or just send event from the value found")]
public class ReadBool : FsmStateAction
{
[RequiredField]
public FsmOwnerDefault gameObject;
[UIHint(UIHint.FsmName)]
[Tooltip("Optional name of FSM on Game Object")]
public FsmString fsmName;
[RequiredField]
[UIHint(UIHint.FsmBool)]
public FsmString variableName;
[UIHint(UIHint.Variable)]
public FsmBool storeValue;
public FsmEvent IsTrue;
public FsmEvent IsFalse;
public bool everyFrame;

GameObject goLastFrame;
PlayMakerFSM fsm;

// cache
GameObject go;

public override void Reset ()
{
gameObject = null;
fsmName = "";
storeValue = null;
IsTrue = null;
IsFalse = null;
}

public override void OnEnter ()
{
// get owner reference and cache it here
go = Fsm.GetOwnerDefaultTarget(gameObject);

DoReadBool();

if(!everyFrame)
Finish();
}

void DoReadBool()
{
if (go == null)
return;

// only get the fsm component if go has changed
if (go != goLastFrame)
{
goLastFrame = go;
fsm = ActionHelpers.GetGameObjectFsm(go, fsmName.Value);
}

if (fsm == null)
return;

FsmBool fsmBool = fsm.FsmVariables.GetFsmBool(variableName.Value);

if (fsmBool == null)
return;

// store in variable if defined
if(storeValue != null)
storeValue.Value = fsmBool.Value;

// send event if not null
if(IsFalse != null && fsmBool.Value == false)
Fsm.Event(IsFalse);
else if(IsTrue != null && fsmBool.Value == true)
Fsm.Event(IsTrue);

}
}