public void AddAction(ActionTask action)
        {
            if (action is ActionList)
            {
                foreach (var subAction in (action as ActionList).actions)
                {
                    AddAction(subAction);
                }
                return;
            }

#if UNITY_EDITOR
            UndoUtility.RecordObject(ownerSystem.contextObject, "List Add Task");
            currentViewAction = action;
#endif

            actions.Add(action);
            action.SetOwnerSystem(this.ownerSystem);
        }
Beispiel #2
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        public void AddAction(ActionTask action)
        {
            if (action is ActionList)
            {
                Debug.LogWarning("Adding an ActionList within another ActionList is not allowed for clarity");
                return;
            }

                        #if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                Undo.RecordObject(ownerSystem.contextObject, "List Add Task");
                currentViewAction = action;
            }
                        #endif

            actions.Add(action);
            action.SetOwnerSystem(this.ownerSystem);
        }
        public void AddAction(ActionTask action)
        {
            if (action is ActionList)
            {
                foreach (var subAction in (action as ActionList).actions)
                {
                    AddAction(subAction);
                }
                return;
            }

#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                Undo.RecordObject(ownerSystem.contextObject, "List Add Task");
                currentViewAction = action;
            }
#endif

            actions.Add(action);
            action.SetOwnerSystem(this.ownerSystem);
            // action.isActive = true;
        }