Esempio n. 1
0
        private void DrawUIForAddingNodes()
        {
            //draw buttons for adding and subtracting the behavior list sequence:
            GUILayout.BeginHorizontal();
            var sceneNodeTypesList = Assembly
                                     .GetAssembly(typeof(BehaviorNode))
                                     .GetTypes()
                                     .Where(t => t.IsSubclassOf(typeof(BehaviorNode))).ToArray();
            var sceneNodeTypesnames = sceneNodeTypesList.Select((t) => t.Name).ToArray();

            typeIndex = EditorGUILayout.Popup("Type of node: ", typeIndex, sceneNodeTypesnames);

            if (GUILayout.Button("Add Node", GUILayout.Width(100)))
            {
                var config = GetBehaviorNodeSystemConfiguration();
                if (config == null)
                {
                    Debug.LogError("Could not find an editor config for BehviorNodeSystem.");
                    return;
                }
                var assetCreator = new BehaviorNodeAssetCreator(config.GetPathToSaveNodeLists());
                var newNode      = assetCreator.CreateNodeAsset(behaviorListHolder.nodeListAsset, sceneNodeTypesList[typeIndex]);
                behaviorListHolder.nodeListAsset.list.Add(newNode);
                EditorUtility.SetDirty(behaviorListHolder);
                AssetDatabase.SaveAssets();
            }
            GUILayout.EndHorizontal();
        }
Esempio n. 2
0
        void CreateBehaviorListAsset()
        {
            var config = GetBehaviorNodeSystemConfiguration();

            if (config == null)
            {
                Debug.LogError("Could not find an editor config for BehviorNodeSystem.");
                return;
            }
            var assetCreator = new BehaviorNodeAssetCreator(config.GetPathToSaveNodeLists());

            behaviorListHolder.nodeListAsset = assetCreator.CreateNodeListAsset();
        }
Esempio n. 3
0
        static void CreateNewBehaviorListAsset()
        {
            var config = GetBehaviorNodeSystemConfiguration();

            if (config == null)
            {
                Debug.LogError("Could not find an editor config for BehviorNodeSystem.");
                return;
            }
            var assetCreator = new BehaviorNodeAssetCreator(config.GetPathToSaveNodeLists());

            EditorGUIUtility.PingObject(assetCreator.CreateNodeListAsset());
        }