static void Compile(bool debug) { BehaveAsset asset = Selection.activeObject as BehaveAsset; Compiler.Compile(asset, debug); EditorInstance.UpdateCompilerState(); }
public static void EditLibraryAsset(BehaveAsset asset) { EditorInstance.Asset = asset; Selection.activeObject = asset; ShowTreeEditor(); ShowBrowser(); }
public static void Create() { BehaveAsset asset; string name = "NewBehaveLibrary"; int nameIdx = 0; while (System.IO.File.Exists( Application.dataPath + "/" + name + nameIdx + ".asset" )) { nameIdx++; } asset = new BehaveAsset(); asset.Data = (new Library()).GetData(); AssetDatabase.CreateAsset(asset, "Assets/" + name + nameIdx + ".asset"); Selection.activeObject = asset; EditorUtility.FocusProjectWindow(); EditLibrary(); }
public static void Create () { BehaveAsset asset; string name = "NewBehaveLibrary"; int nameIdx = 0; while (System.IO.File.Exists ( Application.dataPath + "/" + name + nameIdx + ".asset" )) { nameIdx++; } asset = new BehaveAsset (); asset.Data = (new Library ()).GetData (); AssetDatabase.CreateAsset (asset, "Assets/" + name + nameIdx + ".asset"); Selection.activeObject = asset; EditorUtility.FocusProjectWindow (); EditLibrary (); }
static void Compile(bool debug) { BehaveAsset asset = Selection.activeObject as BehaveAsset; Compiler.Compile(asset, debug); }
public static void EditLibraryAsset (BehaveAsset asset) { EditorInstance.Asset = asset; Selection.activeObject = asset; ShowTreeEditor (); ShowBrowser (); }