/// <summary>
        /// Unity callback called when the script is loaded or a value is changed in the inspector (Called in the editor only).
        /// Validates the start, the AnyState and the enabled states.
        /// </summary>
        public override void OnValidate()
        {
            base.OnValidate();

            // Validate the enabled state.
            if (m_EnabledState != null && m_EnabledState.parent != this)
            {
                m_EnabledState = null;
            }

            // Validate the start state and the currently enabled state
            if (m_StartState != null && m_StartState.parent != this)
            {
                m_StartState = null;
            }

            // Validate the any state
            if (m_AnyState != null && m_AnyState.parent != this)
            {
                m_AnyState = null;
            }

            // Validate the concurrent state
            if (m_ConcurrentState != null && m_ConcurrentState.parent != this)
            {
                m_ConcurrentState = null;
            }
        }
Пример #2
0
        /// <summary> 
        /// Unity callback called when the script is loaded or a value is changed in the inspector (Called in the editor only).
        /// Validates the start, the AnyState and the enabled states.
        /// </summary>
        public override void OnValidate () {
            base.OnValidate();

            // Validate the enabled state.
            if (m_EnabledState != null && m_EnabledState.parent != this)
                m_EnabledState = null;

            // Validate the start state and the currently enabled state
            if (m_StartState != null && m_StartState.parent != this)
                m_StartState = null;

            // Validate the any state
            if (m_AnyState != null && m_AnyState.parent != this)
                m_AnyState = null;

            // Validate the concurrent state
            if (m_ConcurrentState != null && m_ConcurrentState.parent != this)
                m_ConcurrentState = null;

        }