// Creates an editor node. private BonsaiNode CreateEditorNode(Type behaviourType) { var prop = BonsaiEditor.GetNodeTypeProperties(behaviourType); var tex = BonsaiPreferences.Texture(prop.texName); var node = AddEditorNode(prop.hasOutput, tex); return(node); }
private static SettingsProvider CreateBehaviorTreeSettingsProvider() { // First parameter is the path in the Settings window. // Second parameter is the scope of this setting: it only appears in the Project Settings window. var provider = new SettingsProvider("Preferences/BehaviorTree", SettingsScope.User) { // By default the last token of the path is used as display name if no label is provided. label = "Behavior Tree", // Create the SettingsProvider and initialize its drawing (IMGUI) function in place: guiHandler = (searchContext) => { var settings = BonsaiPreferences.GetSerializedSettings(); var editor = Editor.CreateEditor(BonsaiPreferences.Instance); editor.OnInspectorGUI(); //EditorGUILayout.PropertyField(settings.FindProperty("m_Number"), new GUIContent("My Number")); //EditorGUILayout.PropertyField(settings.FindProperty("m_SomeString"), new GUIContent("My String")); }, // Populate the search keywords to enable smart search filtering and label highlighting: keywords = new HashSet <string>(new[] { "Behavior Tree" }) }; return(provider); }
private static Texture NodeIcon(Type behaviourType) { var prop = BonsaiEditor.GetNodeTypeProperties(behaviourType); return(BonsaiPreferences.Texture(prop.texName)); }
public static SerializedObject GetSerializedSettings() { instance = LoadDefaultPreferences(); return(new SerializedObject(Instance)); }