protected override void OnCreated() { ArborFSM stateMachine = NodeGraph.Create <ArborFSM>(gameObject); ComponentUtility.RecordObject(stateMachine, "Add ArborFSM"); #if !ARBOR_DEBUG stateMachine.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy; #endif stateMachine.playOnStart = false; stateMachine.updateSettings.type = UpdateType.Manual; stateMachine.ownerBehaviour = this; stateMachine.enabled = false; ComponentUtility.RecordObject(this, "Add ArborFSM"); _StateMachine = stateMachine; }
protected override void OnCreated() { BehaviourTree behaviourTree = NodeGraph.Create <BehaviourTree>(gameObject); ComponentUtility.RecordObject(behaviourTree, "Add BehaviourTree"); #if !ARBOR_DEBUG behaviourTree.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy; #endif behaviourTree.playOnStart = false; behaviourTree.updateSettings.type = UpdateType.Manual; behaviourTree.ownerBehaviour = this; behaviourTree.enabled = false; ComponentUtility.RecordObject(this, "Add BehaviourTree"); _BehaviourTree = behaviourTree; }