BITFALL/Assets/Plugins/FImpossible Creations/Plugins - Level Design/PGG/Rules Logics/Cells/SR_AddCellDataString.cs

41 lines
1.3 KiB
C#

using UnityEngine;
namespace FIMSpace.Generating.Rules.Cells
{
public class SR_AddCellDataString : SpawnRuleBase, ISpawnProcedureType
{
public override string TitleName() { return "Add Cell Data String"; }
public override string Tooltip() { return "Injecting cell data for current grid cell if all other nodes conditions are met"; }
public string CellDataString = "";
public EProcedureType Type { get { return EProcedureType.OnConditionsMet; } }
[HideInInspector] public CheckCellsSelectorSetup checkSetup = new CheckCellsSelectorSetup(true, false);
#region Editor stuff
#if UNITY_EDITOR
public override void NodeHeader()
{
base.NodeHeader();
checkSetup.UseCondition = false;
DrawMultiCellSelector(checkSetup, OwnerSpawner);
}
#endif
#endregion
public override void OnConditionsMetAction(FieldModification mod, ref SpawnData thisSpawn, FieldSetup preset, FieldCell cell, FGenGraph<FieldCell, FGenPoint> grid)
{
CellSelector_Execute(checkSetup, grid, cell, cell, thisSpawn, (FieldCell c, SpawnData s) => AddData(c) );
}
public void AddData(FieldCell cell)
{
cell.AddCustomData(CellDataString);
}
}
}