public void BuildGraph() { NodeData.Clear(); Clear(true); foreach (EventCall call in EventsFinder.FindAllEvents()) { NodeData.RegisterEvent(call); } foreach (NodeData data in NodeData.Nodes) { AddNode(NodeGUI.Create(data)); } foreach (NodeGUI node in nodes) { node.PopulateEdges(); } SortGraph(); }
private void BuildGraph() { NodeData.ClearAll(); Clear(true); foreach (EventCall call in EventsFinder.FindAllEvents()) { NodeData.RegisterEvent(call); } foreach (NodeData data in NodeData.Nodes) { NodeGUI node = NodeGUI.Create(data); if (!nodes.Contains(node)) { AddNode(node); } } foreach (NodeGUI node in nodes) { node.PopulateEdges(); } }
private void BuildGraph(GameObject[] roots, bool searchHierarchy) { NodeData.ClearAll(); Clear(true); List <EventCall> calls = EventsFinder.FindAllEvents(roots, searchHierarchy); if (calls.Count > WARNING_CALLS_THRESOLD) { bool goAhead = EditorUtility.DisplayDialog("Confirm massive graph", "You are about to generate a graph with " + calls.Count + " events.\n" + "Tip: You can select some gameobjects and search events in just those or their children instead.", "Go ahead", "Abort"); if (goAhead) { GenerateGraphFromCalls(calls); } } else { GenerateGraphFromCalls(calls); } }