/// <summary> /// 修正数据(和模板保持一致) /// </summary> public void AjustData() { for (int i = 0; i < m_Groups.Count; i++) { BehaviorGroupDesigner group = m_Groups[i]; if (group == null) { continue; } for (int j = 0; j < group.BehaviorTrees.Count; j++) { BehaviorTreeDesigner behaviorTree = group.BehaviorTrees[j]; if (behaviorTree != null) { behaviorTree.AjustData(); } } } for (int i = 0; i < m_BehaviorTrees.Count; i++) { BehaviorTreeDesigner behaviorTree = m_BehaviorTrees[i]; if (behaviorTree != null) { behaviorTree.AjustData(); } } }
/// <summary> /// 修正数据(和模板保持一致) /// </summary> public void AjustData() { for (int i = 0; i < m_BehaviorTrees.Count; i++) { BehaviorTreeDesigner behaviorTree = m_BehaviorTrees[i]; if (behaviorTree != null) { behaviorTree.AjustData(); } } }