public void CacheTextures() { _backgroundTex = BonsaiResources.GetTexture("Grid"); _rootSymbol = BonsaiResources.GetTexture("RootSymbol"); _successSymbol = BonsaiResources.GetTexture("Checkmark"); _failureSymbol = BonsaiResources.GetTexture("Cross"); _lowerPrioritySymbol = BonsaiResources.GetTexture("RightChevron"); _selfPrioritySymbol = BonsaiResources.GetTexture("BottomChevron"); _bothPrioritySymbol = BonsaiResources.GetTexture("DoubleChevron"); _defaultBackgroundTex = BonsaiResources.GetTexture("GrayGradient"); _selectedHighlightTex = BonsaiResources.GetTexture("GrayGradientFresnel"); _runningBackgroundTex = BonsaiResources.GetTexture("GreenGradient"); _abortHighlightTex = BonsaiResources.GetTexture("AbortHighlightGradient"); _referenceHighlightTex = BonsaiResources.GetTexture("ReferenceHighlightGradient"); _reevaluateHighlightTex = BonsaiResources.GetTexture("ReevaluateHighlightGradient"); }
// Creates an editor node. private BonsaiNode createEditorNode(Type behaviourType) { string texName = null; var prop = BonsaiEditor.GetNodeTypeProperties(behaviourType); var node = addEditorNode(prop.bCreateInput, prop.bCreateOutput, prop.bCanHaveMultipleChildren); texName = prop.texName; var tex = BonsaiResources.GetTexture(texName); // Failed to find texture, set default. if (tex == null) { tex = BonsaiResources.GetTexture("Play"); } node.iconTex = BonsaiResources.GetTexture(texName); return(node); }
public BonsaiOutputKnob() { background = BonsaiResources.GetTexture("DarkGray"); }
public BonsaiInputKnob() { background = BonsaiResources.GetTexture("LightGray"); }