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marvel_magnum

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About marvel_magnum

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  1. marvel_magnum

    Reflection problem in C#

    This is how I did it in the end. Comments and suggestions are welcome as usual. :)   [source] _operationMap = new Dictionary<Type, Delegate.dlgOperation>(); _operationMap.Add(typeof(float), OperationFloat); ...   // Snippet from method where effects are getting applied.... ... foreach (Unit unit in targetUnits) {     object op1 = unit.GetType().GetProperty(modifier.effect.baseStat).GetGetMethod().Invoke(unit, null);     object op2 = modifier.effect.value;       PropertyInfo result = unit.GetType().GetProperty(modifier.effect.resultStat);     object retValue = _operationMap[op1.GetType()](op1, op2, modifier.effect.operation);     result.SetValue(unit, retValue, null); } ...   // One of the handler functions private object OperationFloat(object op1, object op2, BuffsDatabase.Operation operation) {    float o1 = (float)op1;     float o2 = float.Parse(op2 as String);    float result = 0f;      switch (operation)    {         case BuffsDatabase.Operation.ASSIGN: result = o2; break;         case BuffsDatabase.Operation.ADD: result = o1 + o2; break;         case BuffsDatabase.Operation.MULTIPLY: result = o1 * o2; break;         default: DebugUtils.Error("ERROR: Invalid Operation encountered in OperationFloat()!"); break;     }       return result as object; } [/source]     Thing works like a charm now.. Thanks for all your help guys. Love ya! 
  2. marvel_magnum

    Reflection problem in C#

      I cannot because I would not know the actual type of the stat that has been read in.           This should work for me. I have int, float and 3 types of enums among all my stats so it should be manageable.   Even Jeff's suggestion should work for me.          I need to get down to the board and find out which one seems better. Will post solution soon. Thanks a lot guys. 
  3. I am writing a small game in Unity3D. There are special effects for the units in the game which take effect and are customizable.    I have written a custom script so that the effects can be created on the fly through a data fly.  Eg. The below script creates a buffID "Naptha" which give all archers in the player's army a fire arrow; fire damage is 15% of the base attack value.   [source] #buff Naptha {          mod(SELF,[ARCHER],SpecialType = FIRE)          mod(SELF,[ARCHER],SpecialDamage = AttackDamage * 0.15) } #end [/source]     A parser parses the file into recognizable tokens.  All the stuff in CAPS are enum types. and SpecialDamage, AttackDamage are float properties of the Unit Class among others. Now the idea is to collect the values from the specified properties using reflection, calculate them and then feed back the result.    Now I can extract the value of a property like so -- [source]object value1 = testUnit.GetType().GetProperty("AttackDamage").GetGetMethod().Invoke(testUnit, null);[/source]   I can even get the type of the property like so -- [source]Type baseStatType = testUnit.GetType().GetProperty("AttackDamage").PropertyType[/source]   Here come my problem. I cannot perform calculations with object types and I am not able to cast it to a type first as even the type is determined through reflection. How to proceed with this ?   Basically I want something like this to work ---   [source] Type baseStatType = testUnit.GetType().GetProperty("AttackDamage").PropertyType object value2 = testUnit.GetType().GetProperty("AttackDamage").GetGetMethod().Invoke(testUnit, null) baseStatType value1 = (baseStatType) value2 * (baseStatType) param;   PropertyInfo result = testUnit.GetType().GetProperty("SpecialDamage"); result.SetValue(testUnit, value1, null); [/source] The other way I can think of (but dont want to do) is a dirty switch case based on the propertyname.
  4. Awesome. I'm all ears.. errm. eyes. :)
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