/// <summary> /// A Unity callback called when the object goes out of scope. /// </summary> void OnDisable () { if (m_StatesEditor != null) { m_StatesEditor.DisposeProperty(); m_StatesEditor = null; } BehaviourWindow.activeNodeChanged -= this.ActiveNodeChanged; }
/// <summary> /// A Unity callback called when the object is loaded. /// </summary> void OnEnable () { m_Tree = target as InternalBehaviourTree; BehaviourWindow.activeNodeChanged += this.ActiveNodeChanged; m_StatesEditor = new ParentStatesEditor(m_Tree, serializedObject.FindProperty("m_Position")); // Try to create an editor for the current active node this.ActiveNodeChanged(); }
/// <summary> /// A Unity callback called when the object goes out of scope. /// </summary> void OnDisable() { if (m_StatesEditor != null) { m_StatesEditor.DisposeProperty(); m_StatesEditor = null; } BehaviourWindow.activeNodeChanged -= this.ActiveNodeChanged; }
/// <summary> /// A Unity callback called when the object is loaded. /// </summary> void OnEnable() { m_Tree = target as InternalBehaviourTree; BehaviourWindow.activeNodeChanged += this.ActiveNodeChanged; m_StatesEditor = new ParentStatesEditor(m_Tree, serializedObject.FindProperty("m_Position")); // Try to create an editor for the current active node this.ActiveNodeChanged(); }