using System.Collections.Generic; using System.Reflection; using CinemaDirector.Helpers; using CinemaSuite.Common; using UnityEngine; namespace CinemaDirector { [CutsceneItem("Game Object", "Enable Behaviour", new CutsceneItemGenre[] { CutsceneItemGenre.ActorItem })] public class EnableBehaviour : CinemaActorEvent, IRevertable { public Component Behaviour; [SerializeField] private RevertMode editorRevertMode; [SerializeField] private RevertMode runtimeRevertMode; public RevertMode EditorRevertMode { get { return editorRevertMode; } set { editorRevertMode = value; } } public RevertMode RuntimeRevertMode { get { return runtimeRevertMode; } set { runtimeRevertMode = value; } } public RevertInfo[] CacheState() { List list = new List(GetActors()); List list2 = new List(); foreach (Transform item in list) { if (item != null) { Component component = item.GetComponent(Behaviour.GetType()); if (component != null) { PropertyInfo property = ReflectionHelper.GetProperty(Behaviour.GetType(), "enabled"); bool flag = (bool)property.GetValue(component, null); list2.Add(new RevertInfo(this, Behaviour, "enabled", flag)); } } } return list2.ToArray(); } public override void Trigger(GameObject actor) { Component component = actor.GetComponent(Behaviour.GetType()); if (component != null) { PropertyInfo property = ReflectionHelper.GetProperty(Behaviour.GetType(), "enabled"); property.SetValue(Behaviour, true, null); } } public override void Reverse(GameObject actor) { Component component = actor.GetComponent(Behaviour.GetType()); if (component != null) { PropertyInfo property = ReflectionHelper.GetProperty(Behaviour.GetType(), "enabled"); property.SetValue(component, false, null); } } } }