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_wayPointsContainer = seo_object.targetObject as
WaypointsContainer;
}
}
We have used SerializeObject and SerializeProperty to access the
property from WaypointsContainer script and set all properties.
2. Next, we will add the functions to set, get, add, and remove waypoints. Let's add
the following code after the OnEnable() function:
// Unity JavaScript user:
function GetWaypointArray () : Waypoint[]
{
var waypoints : Waypoint[] =
_wayPointsContainer.GetComponentsInChildren.<Waypoint>();
return waypoints;
}
function GetWaypointAtIndex (index : int) : Waypoint
{
return seo_object.FindProperty (String.Format
(s_arrayData, index)).objectReferenceValue as
Waypoint;
}
function SetWaypoint (index : int, waypoint :
Waypoint)
{
if (waypoint != null) {
Undo.RecordObject(waypoint.gameObject,"Update"+index.ToString());
var nameIndex : String = (index < 9) ?
"0"+(index+1).ToString() : (index+1).ToString();
waypoint.name = OBJECT_NAME+nameIndex;
seo_object.FindProperty (String.Format
(s_arrayData, index)).objectReferenceValue = waypoint;
}
}
function RemoveWaypointAtIndex (index : int)
{
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