void CreateBehaviorListAsset() { var config = GetBehaviorNodeSystemConfiguration(); if (config == null) { Debug.LogError("Could not find an editor config for BehviorNodeSystem."); return; } var assetCreator = new BehaviorNodeAssetCreator(config.GetPathToSaveNodeLists()); behaviorListHolder.nodeListAsset = assetCreator.CreateNodeListAsset(); }
static void CreateNewBehaviorListAsset() { var config = GetBehaviorNodeSystemConfiguration(); if (config == null) { Debug.LogError("Could not find an editor config for BehviorNodeSystem."); return; } var assetCreator = new BehaviorNodeAssetCreator(config.GetPathToSaveNodeLists()); EditorGUIUtility.PingObject(assetCreator.CreateNodeListAsset()); }