#define Graph_And_Chart_PRO #if PLAYMAKER using ChartAndGraph; using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace HutongGames.PlayMaker.Actions { [Title("Has Group Conditional")] [ActionCategory("Graph and Chart - Advanced")] [Tooltip("checks if a group is present in a chart")] public class CheckGroupAction : FsmStateAction { [Tooltip("The chart object to perform the operation on")] public FsmOwnerDefault ChartObject; [Tooltip("The Name of the category to remove")] public FsmString GroupName; [UIHint(UIHint.Variable)] public FsmBool StoreResult; public override void Reset() { base.Reset(); GroupName = ""; StoreResult = false; } public override string ErrorCheck() { GameObject checkObject = Fsm.GetOwnerDefaultTarget(ChartObject); if (ChartObject == null || checkObject == null) return "Chart object cannot be null"; if (checkObject.GetComponent() == null && checkObject.GetComponent() == null) return "Object must be a bar chart type or a radar chart type"; if (GroupName.Value == "" || GroupName.Value == null) return "GroupName name cannot be null or empty"; return null; } public override void OnEnter() { string check = ErrorCheck(); if (check != null) { Debug.LogError(check); return; } var chart = ChartObject.GameObject.Value.GetComponent(); StoreResult.Value = false; if (chart is BarChart) StoreResult.Value = ((BarChart)chart).DataSource.HasGroup(GroupName.Value); else if (chart is RadarChart) StoreResult.Value = ((RadarChart)chart).DataSource.HasGroup(GroupName.Value); Finish(); } } } #endif