using System; using NodeCanvas.Framework; using ParadoxNotion.Design; using Unity.Netcode; using UnityEngine; namespace Reset.Units { [Category("Reset")] [Description("Send a string as an event to another unit. Works online as well")] public class SendEventToUnit : ActionTask{ public BBParameter target; public string eventToSend; protected override string info{ get{ return $"Send event {eventToSend} to {target}"; } } //Use for initialization. This is called only once in the lifetime of the task. //Return null if init was successfull. Return an error string otherwise protected override string OnInit() { return null; } //This is called once each time the task is enabled. //Call EndAction() to mark the action as finished, either in success or failure. //EndAction can be called from anywhere. protected override void OnExecute() { EndAction(true); } //Called once per frame while the action is active. protected override void OnUpdate(){ try { if (target.value.GetComponent().UnitIsNetworked()) { ulong targetID = (target.value.GetComponent()).NetworkObjectId; SendEventRpc(agent.RpcTarget.Single(targetID, RpcTargetUse.Temp)); } else { target.value.GetComponent().SendEvent("eventToSend"); } } catch (Exception e) { Debug.LogError($"Failed to send event {eventToSend} to {target}: {e.Message}"); } } [Rpc(SendTo.SpecifiedInParams)] void SendEventRpc(RpcParams rpcParams = default){ target.value.GetComponent().SendEvent("eventToSend"); Debug.Log(""); } //Called when the task is disabled. protected override void OnStop() { } //Called when the task is paused. protected override void OnPause() { } } }