Example #1
0
    private void DrawAddChildOption(INode node)
    {
        int i = EditorGUILayout.Popup(0, _addChildOptions, BehaviorTreeEditorSettings.Instance.AddButtonStyle);

        if (i == 0)
        {
            return;
        }

        switch (i)
        {
        case 1:
            Sequence newSequence = new Sequence();
            node.AddChild(newSequence);
            newSequence.SetParent(node);
            break;

        case 2:
            Selector newSelector = new Selector();
            node.AddChild(newSelector);
            newSelector.SetParent(node);
            break;

        case 3:
            Decorator newDecorator = new Decorator();
            node.AddChild(newDecorator);
            newDecorator.SetParent(node);
            break;

        case 4:
            Task t = new Task();
            node.AddChild(t);
            t.SetParent(node);
            break;

        default:
            break;
        }

        BehaviorTreeEditorHelper.GenerateQueue(_drawingQueue, _behaviorTree);
    }
Example #2
0
    private void DrawAddChildOption(INode node)
    {
        int i = EditorGUILayout.Popup(0, _addChildOptions, BehaviorTreeEditorSettings.Instance.AddButtonStyle);
        if(i == 0)
        {
            return;
        }

        switch(i)
        {
            case 1:
                Sequence newSequence = new Sequence();
                node.AddChild(newSequence);
                newSequence.SetParent(node);
                break;
            case 2:
                Selector newSelector = new Selector();
                node.AddChild(newSelector);
                newSelector.SetParent(node);
                break;
            case 3:
                Decorator newDecorator = new Decorator();
                node.AddChild(newDecorator);
                newDecorator.SetParent(node);
                break;
            case 4:
                Task t = new Task();
                node.AddChild(t);
                t.SetParent(node);
                break;
            default:
                break;
        }

        BehaviorTreeEditorHelper.GenerateQueue(_drawingQueue, _behaviorTree);
    }