public override void OnEnter() { base.OnEnter(); object[] mArray = array.Value; mArray = ArrayUtility.Add <object> (mArray, variable.GetValue()); array.Value = mArray; Finish(); }
private static Node[] CopyNodes(Node[] nodes, StateMachine parent) { List <Node> mNodes = new List <Node> (); foreach (Node original in nodes) { Type nodeType = original.GetType(); Node dest = (Node)ScriptableObject.CreateInstance(nodeType); dest.color = original.color; dest.comment = original.comment; dest.Name = original.Name; dest.Parent = parent; dest.position = original.position; dest.IsStartNode = original.IsStartNode; dest.hideFlags = HideFlags.HideInHierarchy; if (typeof(State).IsAssignableFrom(nodeType)) { State state = dest as State; state.IsSequence = (original as State).IsSequence; state.Actions = CopyExecutableNodes <StateAction> ((original as State).Actions, state.Root); } else { StateMachine stateMachine = dest as StateMachine; stateMachine.Nodes = CopyNodes((original as StateMachine).Nodes, stateMachine); } mNodes.Add(dest); } foreach (Node original in nodes) { foreach (Transition origTransition in original.Transitions) { Transition destTrasition = ScriptableObject.CreateInstance <Transition> (); Node dest = mNodes.Find(x => x.Name == original.Name); destTrasition.hideFlags = HideFlags.HideInHierarchy; destTrasition.ToNode = mNodes.ToList().Find(x => x.Name == origTransition.ToNode.Name); destTrasition.FromNode = dest; destTrasition.Conditions = CopyExecutableNodes <Condition> (origTransition.Conditions, original.Root); dest.Transitions = ArrayUtility.Add <Transition> (dest.Transitions, destTrasition); } } return(mNodes.ToArray()); }
public static Node Copy(Node original) { Node dest = (Node)ScriptableObject.CreateInstance(original.GetType()); dest.color = original.color; dest.comment = original.comment; dest.Name = original.Name; dest.position = original.position; dest.Parent = original.Parent; dest.hideFlags = original.hideFlags; dest.IsStartNode = original.IsStartNode; if (original is StateMachine) { StateMachine destFsm = dest as StateMachine; StateMachine origFsm = original as StateMachine; destFsm.Variables = CopyVariables(origFsm.Variables); destFsm.Nodes = CopyNodes(origFsm.Nodes, destFsm); } else if (original is State) { State destState = dest as State; State origState = original as State; destState.IsSequence = origState.IsSequence; destState.Actions = CopyExecutableNodes <StateAction> (origState.Actions, destState.Root); } foreach (Transition origTransition in original.Transitions) { Node toNode = dest.Parent.Nodes.ToList().Find(x => x.Name == origTransition.ToNode.Name); if (toNode != null) { Transition destTrasition = ScriptableObject.CreateInstance <Transition> (); destTrasition.hideFlags = HideFlags.HideInHierarchy; destTrasition.ToNode = toNode; destTrasition.FromNode = dest; destTrasition.Conditions = CopyExecutableNodes <Condition> (origTransition.Conditions, original.Root); dest.Transitions = ArrayUtility.Add <Transition> (dest.Transitions, destTrasition); } } return(dest); }
public override void OnEnter() { array.Value = ArrayUtlity.Insert <object> (array.Value, element.GetValue(), index.Value); Finish(); }
public override void OnEnter() { base.OnEnter(); array.Value = ArrayUtility.RemoveAt <object> (array.Value, index.Value); Finish(); }
public override void OnEnter() { array = ArrayUtility.Add <object> (array, variable.GetValue()); Finish(); }