Пример #1
0
    protected BehaviourTreeUI.TreeGraph GetNewTree(AI.BehaviorTree sourceTree)
    {
        //Initialize tree scriptable object
        BehaviourTreeUI.TreeGraph uiTree = ScriptableObject.CreateInstance <BehaviourTreeUI.TreeGraph>();

        //Save scriptable object
        //
        string treePath = editorPath + "/" + treeFolder;

        if (!AssetDatabase.IsValidFolder(treePath))
        {
            AssetDatabase.CreateFolder(editorPath, treeFolder);
        }

        string fileName = sourceTree.name + fileNameSuffix;

        AssetDatabase.CreateAsset(uiTree, treePath + "/" + fileName + ".asset");
        AssetDatabase.CreateFolder(treePath, fileName);
        AssetDatabase.SaveAssets();
        //

        //Generate tree
        //
        uiTree.Tree = target as AI.BehaviorTree;
        uiTree.graphNodeFolderPath = treePath + "/" + fileName;
        uiTree.CreateTree();
        //

        return(uiTree);
    }
Пример #2
0
        public override void OnGraphGUI()
        {
            base.OnGraphGUI();

            if (graph is TreeGraph)
            {
                TreeGraph t = graph as TreeGraph;
                t.Validate();
            }
        }
        public static void DoTree(TreeGraph tree)
        {
            graphEditorWindow = GetWindow <BehaviourTreeGraphEditorWindow>();

            graphEditorWindow.behaviourTreeGraph          = tree;
            graphEditorWindow.behaviourTreeGraphGUI       = ScriptableObject.CreateInstance <GraphGUIEX>();
            graphEditorWindow.behaviourTreeGraphGUI.graph = graphEditorWindow.behaviourTreeGraph;

            graphEditorWindow._toolbarItems.Clear();
            AddToolBarItem("Save Tree", graphEditorWindow.behaviourTreeGraph.SaveGraphToSources);
            AddToolBarItem("New Leaf Node", graphEditorWindow.CreateNewLeaf);
            AddToolBarItem("New Selector Node", graphEditorWindow.CreateNewSelector);
            AddToolBarItem("New Sequence Node", graphEditorWindow.CreateNewSequence);
        }
Пример #4
0
    protected BehaviourTreeUI.TreeGraph GetTree(AI.BehaviorTree sourceTree)
    {
        string treePath = editorPath + "/" + treeFolder;
        string fileName = sourceTree.name + fileNameSuffix + ".asset";

        BehaviourTreeUI.TreeGraph treeAsset = AssetDatabase.LoadAssetAtPath <BehaviourTreeUI.TreeGraph>(treePath + "/" + fileName);

        if (treeAsset)
        {
            return(treeAsset);
        }
        else
        {
            return(GetNewTree(sourceTree));
        }
    }