private void PopulateFakeData() { var id = new InfoId() { NamespaceId = "Entity", NameId = "Dear" }; var considerations = new ConsiderationInfo[] { new ConsiderationInfo() { Name = "Thirst", RefConsideration = new IdInfoIndex(0, 0), ModeCurve = 0, Invert = false, ExtraValues = new float[] { 0f, 0f, 1f, 1f }, } }; var actions = new ActionInfo[] { new ActionInfo() { Name = "Idle", RefAction = new IdInfoIndex(0, 0), }, new ActionInfo() { Name = "Drink", RefAction = new IdInfoIndex(0, 1), }, }; var options = new OptionInfo[] { new OptionInfo() { Name = "Drink", ActionInfoIndex = 1, ConsiderationInfoIndexes = new int[] { 0 }, ModeMeasure = 0, }, new OptionInfo() { Name = "Idle", ActionInfoIndex = 0, ConsiderationInfoIndexes = new int[] {}, ModeMeasure = 0, }, }; var behaviours = new BehaviourInfo[] { new BehaviourInfo() { Name = "Normal", OptionInfoIndexes = new int[] { 0, 1 }, ConsiderationInfoIndexes = new int[] { 0 }, } }; Data = new AiInfo() { Id = id, Actions = actions, Considerations = considerations, Options = options, Behaviours = behaviours, }; UnityEditor.EditorUtility.SetDirty(this); }
void IConsideration.Initialize(Info.ConsiderationInfo info) { m_info = info; }