void DebugBreak()
        {
            var node = BTNode.currentNode;

            _isBreakPointActive = node != null &&
                                  (
                node.previousStatus == Status.Ready && node.status != Status.Ready && breakPointStatus == Status.Running ||
                node.status == Status.Succeeded && breakPointStatus == Status.Succeeded ||
                node.status == Status.Failed && breakPointStatus == Status.Failed
                                  );

            if (_isBreakPointActive)
            {
                SourceDisplay.RefreshAllBehaviourTreeEditors();
                Debug.Break();
            }
        }
Esempio n. 2
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        static void OnPostprocessAllAssets
        (
            string[] importedAssets,
            string[] deletedAssets,
            string[] movedAssets,
            string[] movedFromAssetPaths
        )
        {
            // Recompile all BT when the assets are refreshed.
            var behaviours = GameObject.FindObjectsOfType <BehaviourTree>();

            foreach (var b in behaviours)
            {
                b.Apply();
                b.Compile();
            }
            GUIBTScript.ParseAll();
            SourceDisplay.RefreshAllBehaviourTreeEditors();
        }