I'm starting the process of providing an upgraded version of "Behavior Designer for Malbers Animations" to the Pro version. Most of the changes are pretty straightforward but I've hit a couple of snags.
One --
You used to provide an Owner member on the Task which I used on Drawing Gizmos like something like this:
At this point I'm not sure what to use as a replacement.
Two --
You used to provide the virtual
Again, I'm not sure which is the best override or event handler that provides the same functionality.
Finally, an observation:
Was removing TaskCategory a wise choice? With its removal the task selection dialog becomes filled with duplicate Tasks like Wander, MoveTo, etc based on the package that implemented the functionality. I guess I could prefix all my Tasks with BDMA_ but that gets ugly really quick. Personally, I thought Category was a nice, elegant solution.
One --
You used to provide an Owner member on the Task which I used on Drawing Gizmos like something like this:
var beginDirection = Quaternion.AngleAxis(-halfFov, Owner.transform.up) * Owner.transform.forward;UnityEditor.Handles.DrawSolidArc(Owner.transform.TransformPoint(selfOffset.Value), Owner.transform.up, beginDirection, fieldOfViewAngle.Value, maxViewDistance.Value);At this point I'm not sure what to use as a replacement.
Two --
You used to provide the virtual
OnBehaviorComplete()Again, I'm not sure which is the best override or event handler that provides the same functionality.
Finally, an observation:
Was removing TaskCategory a wise choice? With its removal the task selection dialog becomes filled with duplicate Tasks like Wander, MoveTo, etc based on the package that implemented the functionality. I guess I could prefix all my Tasks with BDMA_ but that gets ugly really quick. Personally, I thought Category was a nice, elegant solution.
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