/// <summary>
 /// Behaviour Machine callback called whenever the active node changes.
 /// </summary>
 void ActiveNodeChanged () {
     // Get the active node
     var activeNode = BehaviourWindow.activeNode;
     // Create an editor node for the active node
     m_NodeEditor = activeNode == null ? null : NodeEditor.CreateEditor(activeNode.GetType());
     // Repaint this inspector
     this.Repaint();
 }
 void OnGUI()
 {
     // The actual window code goes here
                 if (SendEventNormalizedNodeEditorWindow.node != null) {
                         if (editor == null)
                             editor = NodeEditor.CreateEditor(SendEventNormalizedNodeEditorWindow.node.GetType());
                         if (editor.target != SendEventNormalizedNodeEditorWindow.node)//How to add target to editor??? or subclass the Node Editor
                                 editor.DrawNode (SendEventNormalizedNodeEditorWindow.node);
                         else
                                 editor.OnInspectorGUI ();
                 }
 }
Exemplo n.º 3
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        /// <summary>
        /// Selects an Item.
        /// <param name="item">The item to be selected.</param>
        /// </summary>
        void SelecteItem(Item item)
        {
            m_SelectedItem   = item;
            m_SelectedScript = item as Script;

            if (m_SelectedScript != null)
            {
                m_NodeEditor         = NodeEditor.CreateEditor(m_SelectedScript.type);
                m_SelectedNodeSample = ActionNode.CreateInstance(m_SelectedScript.type, null, null);
            }
            // It's a Category?
            else if (item is Category)
            {
                m_CurrentCategory = item as Category;
                m_SelectedScript  = null;
            }

            GUIUtility.hotControl      = 0;
            GUIUtility.keyboardControl = 0;
        }
 /// <summary>
 /// Behaviour Machine callback called whenever the active node changes.
 /// </summary>
 private void ActiveNodeChanged () {
     // Get the active node
     ActionNode activeNode = this.GetActiveNode();
     
     if (activeNode != null)
         // Create an editor node for the active node
         m_NodeEditor = activeNode == null ? null : NodeEditor.CreateEditor(activeNode.GetType());
     
     // Repaint this inspector
     this.Repaint();
 }