Variables

v4.0

Variables, which can be set on the PrefabAndObjectManager component, allow individual objects to only be activated if specific conditions are met. Currently bool, float, and string variables can be set, and each object can check for one variable value.

If you have the Dragons character pack, the demo prefab has been updated to use variables to determine whether the saddle and similar objects should show, as well as whether the saddle or non-saddle version of the back options should show.

Click on the "Variables" tab, where you can name and add new variables. The name is how you set and get the variable values via code. You can also set a default value for each value type here.

Each object in each group now has the option of adding a variable. By default, no variable is selected, and variables will have no impact on the object. Once selected, you have the option to select which variable type (bool, float, or string), and the criteria, which is different for each type.

In the example above, the "Carapace" will only activate when the bool value for "Saddle" is false, while "CarapaceSaddled" will only activate when the value is true.

Click the "Recycle" icon to remove the variable effect.

Code Examples

Check the PrefabAndObjectManager.cs script to see all the new methods, with the most useful ones shown below.

PrefabAndObjectManager.cs
// This will toggle the bool value of variableName, and then 
// reload all active shapes. (true is the default value)
prefabAndObjectManager.ToggleVariable(variableName, true);

// This will set a new float value for the variableName. It will
// NOT reload active shapes. You can pass in bool, float, or string
// values in.
prefabAndObjectManager.SetVariable(variableName, newFloatValue, false);

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