/// <summary> /// Refresh all states, recreate the StateGUI list. /// </summary> public override void Refresh() { // Create the guiStates m_StatesGUI = null; var activeFsm = BehaviourWindow.activeFsm; if (activeFsm != null) { var guiStates = new List <StateGUI>(); // Add states var states = activeFsm.states; if (states != null) { for (int i = 0; i < states.Count; i++) { // Create and adds a new stateGUI guiStates.Add(new StateGUI(guiStates.Count, states[i])); } } m_StatesGUI = guiStates.ToArray(); } CalculateViewRect(); StateGUI.ResetDraggedWindow(); }
/// <summary> /// Clears everything stored in the drag & drop. /// </summary> public static void AcceptDrag() { s_CandidateForDrag = null; s_TransitionGUI = null; s_Dragging = null; s_StateGUI = null; }
/// <summary> /// A Unity callback called when the object will be destroyed. /// Reset the guiState dragged window to avoid erros in the blackboard view ignore events and the GUIBehaviourTree. /// </summary> void OnDestroy() { StateGUI.ResetDraggedWindow(); }
// public static StateTransition dragged; #region Methods /// <summary> /// Clears the current dragging transition and prepares for initiating a drag operation. /// <param name="transitionGUI">The transition gui candidate for dragging. You can access it later using the candidateForDrag property.</param> /// <param name="guiState">The StateGUI that has the transitionGui.</param> /// </summary> public static void PrepareStartDrag(TransitionGUI transitionGUI, StateGUI guiState) { s_CandidateForDrag = transitionGUI; s_StateGUI = guiState; s_Dragging = null; }