コード例 #1
0
ファイル: BTInspector.cs プロジェクト: mbbarange/hivemind
 public void OnEnable()
 {
     BTAsset btAsset = (BTAsset) serializedObject.targetObject;
     BehaviorTree bt = btAsset.Deserialize();
     manager = BTEditorManager.CreateInstance(bt, btAsset);
     manager.btInspector = this;
 }
コード例 #2
0
        public void OnEnable()
        {
            BehaviorTreeAgent btAgent = target as BehaviorTreeAgent;

            BehaviorTree bt = null;

            if (btAgent.behaviorTree == null)
            {
                btAgent.Awake();
            }
            bt = btAgent.behaviorTree;

            if (bt != null)
            {
                _manager = BTEditorManager.Manager;
                if (!_manager)
                {
                    _manager = BTEditorManager.CreateInstance(bt, btAgent.btAsset);
                }
                else
                {
                    _manager.behaviorTree = bt;
                }
                _manager.btInspector    = this;
                _manager.inspectedAgent = btAgent;
            }
        }
コード例 #3
0
ファイル: BTInspector.cs プロジェクト: coolape/mibao
        public void OnEnable()
        {
            BTAsset      btAsset = (BTAsset)serializedObject.targetObject;
            BehaviorTree bt      = btAsset.Deserialize();

            manager             = BTEditorManager.CreateInstance(bt, btAsset);
            manager.btInspector = this;
        }
コード例 #4
0
 public static BTEditorManager CreateInstance(BehaviorTree bt, BTAsset asset)
 {
     if (Manager == null)
     {
         Manager = (BTEditorManager)ScriptableObject.CreateInstance(typeof(BTEditorManager));
         Manager.behaviorTree = bt;
         Manager.btAsset      = asset;
     }
     return(Manager);
 }
コード例 #5
0
        public static BTEditorManager CreateInstance(BehaviorTree bt, BTAsset asset)
        {
            if (Manager == null)
            {
                Manager = (BTEditorManager)ScriptableObject.CreateInstance(typeof(BTEditorManager));
                Manager.behaviorTree = bt;
                Manager.btAsset      = asset;

                // When the user clicks on a node to select it, while viewing the behavior tree associated with a GO with a BehaviorTreeAgent component
                // we store the selection then switch the Unity Editor selection over to the appropriate BTAsset. Once the Manager for the BTAsset is
                // created (here!) we perform the original selection.
                if (QueuedSelectionFor == asset)
                {
                    Manager.SelectNode(bt.GetNodeByGUID(QueuedSelectionGUID));
                    QueuedSelectionFor  = null;
                    QueuedSelectionGUID = null;
                }
            }
            return(Manager);
        }
コード例 #6
0
        public void OnEnable()
        {
            BehaviorTreeAgent btAgent = target as BehaviorTreeAgent;

            BehaviorTree bt = null;

            if (btAgent.behaviorTree == null) {
                btAgent.Awake();
            }
            bt = btAgent.behaviorTree;

            if (bt != null) {
                _manager = BTEditorManager.Manager;
                if (!_manager) {
                    _manager = BTEditorManager.CreateInstance(bt, btAgent.btAsset);
                } else {
                    _manager.behaviorTree = bt;
                }
                _manager.btInspector = this;
                _manager.inspectedAgent = btAgent;
            }
        }
コード例 #7
0
 public void OnDestroy()
 {
     Manager = null;
     DestroyImmediate(behaviorTree);
 }