예제 #1
0
 void Update()
 {
     if (!mNodeAction.Finished && mNodeAction.Execute(Time.deltaTime))
     {
         mNodeAction.Dispose();
         mNodeAction = null;
     }
 }
예제 #2
0
        public NodeActionEditorWrapper(NodeAction action)
        {
            mNodeAction = action;
#if UNITY_EDITOR
            UnityEditor.EditorApplication.update += Update;
            mNodeAction.OnEndedCallback          += () => { UnityEditor.EditorApplication.update -= Update; };
#endif
        }
예제 #3
0
 public NodeActionEditorWrapper(NodeAction action)
 {
     mNodeAction = action;
     EditorApplication.update    += Update;
     mNodeAction.OnEndedCallback += () =>
     {
         EditorApplication.update -= Update;
     };
 }
예제 #4
0
 public static void ExecuteNode(NodeAction nodeAction)
 {
     new NodeActionEditorWrapper(nodeAction);
 }
예제 #5
0
 public static void ExecuteNode <T>(this T self, NodeAction nodeAction) where T : EditorWindow
 {
     RegisterUpdate();
     mNodes.Add(nodeAction);
 }