void OnEnable() { styles = new AIBehaviorsStyles(); m_Object = new SerializedObject(target); animationStatesProp = m_Object.FindProperty("states"); m_AnimationStatesCount = m_Object.FindProperty(kArraySize); animStates = m_Object.targetObject as AISkillStates; transform = animStates.transform; InitStatesGameObject(); }
public static string[] GetAnimationStateNames(SerializedObject m_StateObject) { SerializedProperty m_animationStates = m_StateObject.FindProperty("skillStatesComponent"); AISkillStates animStatesComponent = m_animationStates.objectReferenceValue as AISkillStates; bool animStatesNull = animStatesComponent == null; int animNamesSize = animStatesNull ? 0 : animStatesComponent.states.Length; string[] animationStateNames = new string[animNamesSize]; for (int i = 0; i < animationStateNames.Length; i++) { if (animStatesComponent.states[i] != null) { animationStateNames[i] = animStatesComponent.states[i].name; } else { animationStateNames[i] = ""; } } return(animationStateNames); }