예제 #1
0
 public void RemoveEffectEditor(Property_GS_Editor target_effect_editor)
 {
     //First search property editor
     for (int k = 0; k < _effect_editors_num; k++)
     {
         if (_effect_editors[k] == target_effect_editor)
         {
             //Last effect editor case
             if (k == _effect_editors.Length - 1)
             {
                 _effect_editors[k] = null;
             }
             else
             {
                 //When property is found copy values in front of it a slot backwards
                 for (int n = k; n < _effect_editors.Length - 1; n++)
                 {
                     _effect_editors[n] = _effect_editors[n + 1];
                 }
             }
             //Update effect editors count
             _effect_editors_num -= 1;
             //Reset window size
             _target_action_node.window_size = Vector2.zero;
             //Mark scene dirty
             EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
             //Job is done we dont need to continue the iteration
             return;
         }
     }
     //Porperty editor not found case
     Debug.LogWarning("Effect: " + target_effect_editor.target_property.A_key + " not found on remove!");
 }
예제 #2
0
        private void AddConditionEditor(Property_GS condition)
        {
            if (condition == null)
            {
                return;
            }
            //Generate an editor for the new condition
            Property_GS_Editor property_editor = new Property_GS_Editor(condition, this, _target_action_node.agent.blackboard, PropertyUIMode.IS_CONDITION);

            //Add the editor to the correct array
            _condition_editors[_condition_editors_num] = property_editor;
            //Update condition editors count
            _condition_editors_num += 1;
        }
예제 #3
0
        private void AddEffectEditor(Property_GS effect)
        {
            if (effect == null)
            {
                return;
            }

            //Generate an editor for the new condition
            Property_GS_Editor property_editor = new Property_GS_Editor(effect, this, _target_action_node.agent.blackboard, PropertyUIMode.IS_EFFECT);

            //Add the editor to the correct array
            _effect_editors[_effect_editors_num] = property_editor;
            //Update effect editors count
            _effect_editors_num += 1;
        }