public static void DeleteEventFromAll(SkillEvent fsmEvent)
 {
     if (FsmEditorSettings.LoadAllPrefabs)
     {
         Files.LoadAllPlaymakerPrefabs();
     }
     using (List <Skill> .Enumerator enumerator = SkillEditor.FsmList.GetEnumerator())
     {
         while (enumerator.MoveNext())
         {
             Skill current = enumerator.get_Current();
             if (SkillPrefabs.ShouldModify(current))
             {
                 Undo.RecordObject(current.get_OwnerObject(), Strings.get_Command_Delete_Event_From_All_FSMs());
                 SkillEditor.Builder.DeleteEvent(current, fsmEvent);
                 SkillEditor.SaveActions(current);
             }
         }
     }
     SkillEditor.RepaintAll();
 }
Beispiel #2
0
 public static bool ShouldModify(Skill fsm)
 {
     return(SkillPrefabs.ShouldModify(fsm));
 }