void DebugBreak() { var node = BTNode.currentNode; _isBreakPointActive = node != null && ( node.previousStatus == Status.Ready && node.status != Status.Ready && breakPointStatus == Status.Running || node.status == Status.Succeeded && breakPointStatus == Status.Succeeded || node.status == Status.Failed && breakPointStatus == Status.Failed ); if (_isBreakPointActive) { SourceDisplay.RefreshAllBehaviourTreeEditors(); Debug.Break(); } }
static void OnPostprocessAllAssets ( string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths ) { // Recompile all BT when the assets are refreshed. var behaviours = GameObject.FindObjectsOfType <BehaviourTree>(); foreach (var b in behaviours) { b.Apply(); b.Compile(); } GUIBTScript.ParseAll(); SourceDisplay.RefreshAllBehaviourTreeEditors(); }