Yep, got it. Need to clean things up a little (so it doesn't kill the game when I forget to put a battle menu override on a combatant for example), but this seems to be working well so far... :)
Thanks for the pointers!
using UnityEngine;
using GamingIsLove.ORKFramework;
using GamingIsLove.ORKFramework.Components;
using System.Collections.Generic;
using GamingIsLove.Makinom;
using GamingIsLove.Makinom.Schematics;
using GamingIsLove.Makinom.Schematics.Nodes;
namespace GamingIsLove.ORKFramework.Schematics.Nodes
{
[EditorHelp("Set Combatant Battle Menu", "Changes the Battle Menu of a combatant.\n", "")]
[NodeInfo("Combatant/Combatant")]
public class SetBattleMenu : BaseSchematicNode
{
[EditorHelp("Battle Menu", "Define the Battle Menu that will be used.")]
public AssetSelection<BattleMenuAsset> newBattleMenu = new AssetSelection<BattleMenuAsset>();
//[EditorSeparator]
//[EditorTitleLabel("Used Object")]
public SchematicObjectSelection usedObject = new SchematicObjectSelection();
public SetBattleMenu()
{
}
public override void Execute(Schematic schematic)
{
Combatant combatant = this.usedObject.GetCombatant(schematic);
combatant.Setting.battleMenu.battleSystem[0].battleMenu = newBattleMenu;
schematic.NodeFinished(this.next);
}
}
}