public void OnGUI() { for (int i = 0; i < this.ActiveActions.get_Count(); i++) { SkillStateAction fsmStateAction = this.ActiveActions.get_Item(i); fsmStateAction.Init(this); fsmStateAction.OnGUI(); } this.RemoveFinishedActions(); }
private void CallOnGUI(Skill fsm) { if (fsm.ActiveState != null) { SkillStateAction[] actions = fsm.ActiveState.Actions; SkillStateAction[] array = actions; for (int i = 0; i < array.Length; i++) { SkillStateAction fsmStateAction = array[i]; if (fsmStateAction.Active) { fsmStateAction.OnGUI(); } } } }
private static void DoEditGUI() { if (PlayMakerGUI.SelectedFSM != null) { SkillState editState = PlayMakerGUI.SelectedFSM.EditState; if (editState != null && editState.IsInitialized) { SkillStateAction[] actions = editState.Actions; for (int i = 0; i < actions.Length; i++) { SkillStateAction fsmStateAction = actions[i]; if (fsmStateAction.Active) { fsmStateAction.OnGUI(); } } } } }
private static void DoEditGUI() { if (PlayMakerGUI.SelectedFSM != null && !PlayMakerGUI.SelectedFSM.HandleOnGUI) { SkillState editState = PlayMakerGUI.SelectedFSM.EditState; if (editState != null && editState.IsInitialized) { SkillStateAction[] actions = editState.Actions; SkillStateAction[] array = actions; for (int i = 0; i < array.Length; i++) { SkillStateAction fsmStateAction = array[i]; if (fsmStateAction.Enabled) { fsmStateAction.OnGUI(); } } } } }