public static void AddActionToState(BTState Owner, BTAction action) { var Fsm = Owner.Owner; if (BTEditorWindow.HasPrefab(Fsm)) { if (Fsm.template == null) { AddTemplateToFsm(Fsm); Fsm.template.startEvent = Fsm.startEvent; Fsm.template.totalEvent = Fsm.totalEvent; } BTEditorWindow.AddObjectToAsset(action, Owner); } EditorUtility.SetDirty(Fsm); }
public static void AddActionToState(BTState Owner, BTAction action) { var Fsm = Owner.Owner; if (BTEditorWindow.HasPrefab(Fsm)) { if (Fsm.template == null) { Fsm.template = XScriptableObject.CreateInstance <BTTemplate> (); BTEditorWindow.AddObjectToAsset(Fsm.template, Fsm.gameObject); EditorUtility.SetDirty(Fsm); Fsm.template.startEvent = Fsm.startEvent; Fsm.template.totalEvent = Fsm.totalEvent; } BTEditorWindow.AddObjectToAsset(action, Owner); } EditorUtility.SetDirty(Fsm); }