internal void CreateTransition(TransitionOutPoint from, EditorStateNode to) { var trans = new EditorTransition(from, to, this); Transitions.Add(trans); changed = true; }
public void OnTransitionOutPointClicked(TransitionOutPoint pnt) { if (pnt.HasTransition) { return; } from = pnt; }
private void SetTransitionActivator(TransitionOutPoint point) { fromNodeOutPoint.Empty(); //empty old one fromNodeOutPoint = point; //set to new one fromNodeOutPoint.Transition = this; //inform new one of transition he ha Transition.Type = point.Type; Save(); }
public EditorTransition(Transition t, MovementStateMachineEditor editor) { this.editor = editor; this.Transition = t; fromID = t.StateBelongingToID; toID = t.NextStateID; fromNodeOutPoint = editor.GetStateByID(fromID).GetTransitionOutPoint(t.Type); fromNodeOutPoint.Transition = this; toNode = editor.GetStateByID(toID); causeFoldOut = false; }
public EditorTransition(TransitionOutPoint fromNodeOutPoint, EditorStateNode toNode, MovementStateMachineEditor editor) { this.editor = editor ?? throw new ArgumentNullException(nameof(editor)); this.fromNodeOutPoint = fromNodeOutPoint ?? throw new ArgumentNullException(nameof(fromNodeOutPoint)); this.toNode = toNode ?? throw new ArgumentNullException(nameof(toNode)); fromID = fromNodeOutPoint.Node.ID; toID = toNode.ID; Transition = new Transition(fromNodeOutPoint.Type, toID, fromNodeOutPoint.Node.State); fromNodeOutPoint.Node.State.AddTransition(Transition); fromNodeOutPoint.Transition = this; causeFoldOut = false; }
public void Reset() { from = null; to = null; }
public void OnTransitionOutPointClicked(TransitionOutPoint outpoint) { transitionCreationHelper.OnTransitionOutPointClicked(outpoint); //TODO }