using UnityEngine; namespace Invector.vCharacterController.AI.FSMBehaviour { [System.Serializable] public class FSMViewBase { // public event System.Action actions; #region Public Variables public string viewTitle; public Rect viewRect; #endregion #region Protected Variables protected GUISkin viewSkin; protected vFSMBehaviour currentFSM; #endregion #region Constructors public FSMViewBase(string title) { this.viewTitle = title; } public virtual void InitView() { GetEditorSkin(); } #endregion #region Main Methods //public virtual void InitActionEvents() //{ // actions += a=> { if (a.type == EventType.mouseDown) { } }; //} public virtual void UpdateView(Event e, vFSMBehaviour curGraph) { if (viewSkin == null) { GetEditorSkin(); return; } // Set the current View Graph this.currentFSM = curGraph; } public virtual void ProcessEvents(Event e) { } #endregion #region Utility Methods protected void GetEditorSkin() { viewSkin = (GUISkin)Resources.Load("GUISkins/EditorSkins/NodeEditorSkin"); } #endregion } }