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65 行
2.0 KiB

using NaughtyAttributes;
using UnityEngine;
namespace GameplayIngredients.Actions
{
public class ToggleGameObjectAction : ActionBase
{
[ContextMenu("Update Toggles from Current State")]
void UpdateFromCurrentState()
{
for (int i = 0; i < Targets.Length; i++)
{
if (Targets[i].GameObject == null)
continue;
Targets[i].State = Targets[i].GameObject.activeSelf ? GameObjectToggle.GameObjectToggleState.Enable : GameObjectToggle.GameObjectToggleState.Disable;
}
}
[ReorderableList]
public GameObjectToggle[] Targets;
public override void Execute(GameObject instigator = null)
{
foreach(var target in Targets)
{
if (target.GameObject == null)
{
Debug.Log("Target is null, ignoring");
}
else
{
switch(target.State)
{
case GameObjectToggle.GameObjectToggleState.Disable:
target.GameObject.SetActive(false);
break;
case GameObjectToggle.GameObjectToggleState.Enable:
target.GameObject.SetActive(true);
break;
case GameObjectToggle.GameObjectToggleState.Toggle:
target.GameObject.SetActive(!target.GameObject.activeSelf);
break;
}
}
}
}
[System.Serializable]
public struct GameObjectToggle
{
[System.Serializable]
public enum GameObjectToggleState
{
Disable = 0,
Enable = 1,
Toggle = 2
}
public GameObject GameObject;
public GameObjectToggleState State;
}
}
}