/// <summary> /// Callback when the this Node is transitioning to another Node through the passed Transition /// </summary> protected internal virtual void OnLeave(Transition transition) { }
/// <summary> /// Callback when the Transition was created /// </summary> protected internal virtual void OnAddTransition(Transition transition) { }
/// <summary> /// Callback when the this Node is being transitioned to. /// OriginTransition is the transition from which was transitioned to this node OR null if the transitioning process was started on this Node /// </summary> protected internal virtual void OnEnter(Transition originTransition) { }
public virtual void OnRemoveTransition(Transition transition) { }
// Transition public virtual void OnAddTransition(Transition transition) { }
public static void IssueOnRemoveTransition(Transition transition) { if (OnRemoveTransition != null) OnRemoveTransition.Invoke ( transition); for (int cnt = 0; cnt < receiverCount; cnt++) { if (callbackReceiver [cnt] == null) callbackReceiver.RemoveAt (cnt--); else callbackReceiver [cnt].OnRemoveTransition ( transition); } }
/// <summary> /// Callback when the Transition was created /// </summary> protected internal virtual void OnAddTransition(Transition transition) { }
private void SaveNewTransition(Transition transition) { if (!mainNodeCanvas.nodes.Contains (transition.startNode) || !mainNodeCanvas.nodes.Contains (transition.endNode)) throw new UnityException ("Cache system: Writing new Transition to save file failed as Node members are not part of the Cache!"); string path = tempSessionPath + "/LastSession.asset"; if (AssetDatabase.GetAssetPath (mainNodeCanvas) != path) throw new UnityException ("Cache system error: Current Canvas is not saved as the temporary cache!"); NodeEditorSaveManager.AddSubAsset (transition, path); AssetDatabase.SaveAssets (); AssetDatabase.Refresh (); }