IM.SetVariable
SetVariable
and SetVariable<T>
Methods in IM Class
Overview
The SetVariable
methods in the IM class are designed to set the value of a public variable. There are two versions: a non-generic version for general use, and a generic version that returns the updated variable cast to a specific type T
.
Syntax
public static void SetVariable(string varNameOrId, object value)
public static T SetVariable<T>(string varNameOrId, object value) where T : NVar
Parameters
varNameOrId
: The name or ID of the variable to be set.value
: The new value to assign to the variable.
Functionality
- SetVariable (Non-generic):
- Searches for and sets the value of a variable matching the provided name or ID.
- Does not return any value.
- SetVariable<T> (Generic):
- Operates similarly to the non-generic version but also returns the updated variable cast to the specified type
T
. - Useful when the type of the variable is known and specific type handling is needed.
- Operates similarly to the non-generic version but also returns the updated variable cast to the specified type
Usage 1: Non-Generic Method
Used for setting the value of a variable without needing to handle its specific type. This method is suitable for general-purpose variable manipulation.
Example of Usage 1
public class GameSettings : MonoBehaviour {
public void UpdateAudioVolume(float newVolume) {
IM.SetVariable("audio_volume", newVolume);
Debug.Log("Audio volume updated.");
}
}
Usage 2: Generic Method
Used for setting a variable's value and returning it as a specific type T
. This method is suitable when type-specific handling or processing is required after updating the variable.
Example of Usage 2
public class GameSettings : MonoBehaviour {
public void UpdateAndFetchAudioVolume(float newVolume) {
NFloat volumeVar = IM.SetVariable<NFloat>("audio_volume", newVolume);
if (volumeVar != null) {
Debug.Log($"Audio volume updated to: {volumeVar.Value}");
}
}
}
Remarks
- These methods are critical for dynamic data manipulation within games, allowing variables to be updated in response to gameplay events or user actions.
- Proper implementation ensures that game state and logic can adapt fluidly to changing conditions, enhancing gameplay responsiveness and flexibility.
- Particularly relevant in games where player choices or actions dynamically affect game mechanics or narrative elements.