private void DrawAddChildOption(INode node) { int i = EditorGUILayout.Popup(0, _addChildOptions, BehaviorTreeEditorSettings.Instance.AddButtonStyle); if (i == 0) { return; } switch (i) { case 1: Sequence newSequence = new Sequence(); node.AddChild(newSequence); newSequence.SetParent(node); break; case 2: Selector newSelector = new Selector(); node.AddChild(newSelector); newSelector.SetParent(node); break; case 3: Decorator newDecorator = new Decorator(); node.AddChild(newDecorator); newDecorator.SetParent(node); break; case 4: Task t = new Task(); node.AddChild(t); t.SetParent(node); break; default: break; } BehaviorTreeEditorHelper.GenerateQueue(_drawingQueue, _behaviorTree); }
private void DrawAddChildOption(INode node) { int i = EditorGUILayout.Popup(0, _addChildOptions, BehaviorTreeEditorSettings.Instance.AddButtonStyle); if(i == 0) { return; } switch(i) { case 1: Sequence newSequence = new Sequence(); node.AddChild(newSequence); newSequence.SetParent(node); break; case 2: Selector newSelector = new Selector(); node.AddChild(newSelector); newSelector.SetParent(node); break; case 3: Decorator newDecorator = new Decorator(); node.AddChild(newDecorator); newDecorator.SetParent(node); break; case 4: Task t = new Task(); node.AddChild(t); t.SetParent(node); break; default: break; } BehaviorTreeEditorHelper.GenerateQueue(_drawingQueue, _behaviorTree); }