public void DoStuff() { guid.Value = g.guid.ToString(); drawGizmos.Value = g.drawGizmos; infoScreenOpen.Value = g.infoScreenOpen; initialPenalty.Value = (int)g.initialPenalty; name.Value = g.name; FsmNodes tempNodes = new FsmNodes(); tempNodes.Value = NodeArrayToList(g.nodes); nodes.Value = tempNodes; // everywhere else it's saved as a generic list, only here it is an array, so it needs extra conversion open.Value = g.open; }
public void DoStuff() { var doo = InputPath.Value as FsmPath; if(doo.Value == null) { Finish(); return; } //floats Length.Value = doo.Value.GetTotalLength(); duration.Value = doo.Value.duration; heuristicScale.Value = doo.Value.heuristicScale; //ints enabledTags.Value = doo.Value.enabledTags; radius.Value = doo.Value.radius; pathID.Value = doo.Value.pathID; searchedNodes.Value = doo.Value.searchedNodes; searchIterations.Value = doo.Value.searchIterations; speed.Value = doo.Value.speed; turnRadius.Value = doo.Value.turnRadius; //bools IsDone.Value = doo.Value.IsDone (); recycled.Value = doo.Value.recycled; //NNConstraints var noo = new FsmNNConstraint(); noo.Value = doo.Value.nnConstraint; nnConstraint.Value = noo; //Nodes[] var coo = new FsmNodes(); coo.Value = doo.Value.path; nodes.Value = coo; //NodeRunData var roo = new FsmNodeRunData(); roo.Value = doo.Value.runData; runData.Value = roo; }
public FsmNodes SetNodes(List<Node> go) { FsmNodes doo = new FsmNodes(); doo.Value = go; return doo; }