private void CreateEntryExitNodes() { this.m_EntryNode = this.CreateAndAddNode <EntryNode>("Entry", this.activeStateMachine.entryPosition); this.m_EntryNode.color = Styles.Color.Green; this.m_EntryNode.stateMachine = this.activeStateMachine; this.m_ExitNode = this.CreateAndAddNode <ExitNode>("Exit", this.activeStateMachine.exitPosition); this.m_ExitNode.color = Styles.Color.Red; }
public override void OnInspectorGUI() { this.Init(); GUI.enabled = true; EntryNode target = base.target as EntryNode; if (target.stateMachine != null) { AnimatorState defaultState = target.stateMachine.defaultState; EditorGUILayout.LabelField("Default state ", (defaultState == null) ? "Not set" : defaultState.name, EditorStyles.boldLabel, new GUILayoutOption[0]); EditorGUILayout.Space(); EditorGUILayout.Space(); this.m_TransitionsEditor.OnInspectorGUI(); } }