Add outline for relevant BT nodes when debugging tree

This commit is contained in:
2023-09-19 21:24:00 +02:00
parent 336fe46e03
commit e9cf188c2d
3 changed files with 22 additions and 3 deletions
@@ -29,6 +29,7 @@ namespace FlaxEditor.Surface.Archetypes
protected const float DecoratorsMarginX = 5.0f;
protected const float DecoratorsMarginY = 2.0f;
protected bool _debugRelevant;
protected string _debugInfo;
protected Float2 _debugInfoSize;
protected ScriptType _type;
@@ -88,6 +89,7 @@ namespace FlaxEditor.Surface.Archetypes
protected virtual void UpdateDebugInfo(BehaviorTreeNode instance = null, Behavior behavior = null)
{
_debugRelevant = false;
_debugInfo = null;
_debugInfoSize = Float2.Zero;
if (!instance)
@@ -95,6 +97,7 @@ namespace FlaxEditor.Surface.Archetypes
if (instance)
{
// Get debug description for the node based on the current settings
_debugRelevant = Behavior.GetNodeDebugRelevancy(instance, behavior);
_debugInfo = Behavior.GetNodeDebugInfo(instance, behavior);
if (!string.IsNullOrEmpty(_debugInfo))
_debugInfoSize = Style.Current.FontSmall.MeasureText(_debugInfo);
@@ -183,6 +186,15 @@ namespace FlaxEditor.Surface.Archetypes
var style = Style.Current;
Render2D.DrawText(style.FontSmall, _debugInfo, new Rectangle(4, _headerRect.Bottom + 4, _debugInfoSize), style.Foreground);
}
// Debug relevancy outline
if (_debugRelevant)
{
var colorTop = Color.LightYellow;
var colorBottom = Color.Yellow;
var backgroundRect = new Rectangle(Float2.One, Size - new Float2(2.0f));
Render2D.DrawRectangle(backgroundRect, colorTop, colorTop, colorBottom, colorBottom);
}
}
public override void OnDestroy()
@@ -685,6 +697,7 @@ namespace FlaxEditor.Surface.Archetypes
// Add drag button to reorder decorator
_dragIcon = new DragImage
{
AnchorPreset = AnchorPresets.TopRight,
Color = Style.Current.ForegroundGrey,
Parent = this,
Margin = new Margin(1),
+6 -1
View File
@@ -169,7 +169,12 @@ void Behavior::OnDisable()
#if USE_EDITOR
String Behavior::GetNodeDebugInfo(BehaviorTreeNode* node, Behavior* behavior)
bool Behavior::GetNodeDebugRelevancy(const BehaviorTreeNode* node, const Behavior* behavior)
{
return node && behavior && behavior->_knowledge.RelevantNodes.Get(node->_executionIndex);
}
String Behavior::GetNodeDebugInfo(const BehaviorTreeNode* node, Behavior* behavior)
{
if (!node)
return String::Empty;
+3 -2
View File
@@ -93,7 +93,8 @@ public:
private:
#if USE_EDITOR
// Editor-only utility to debug nodes state.
API_FUNCTION(Internal) static String GetNodeDebugInfo(BehaviorTreeNode* node, Behavior* behavior);
// Editor-only utilities to debug nodes state.
API_FUNCTION(Internal) static bool GetNodeDebugRelevancy(const BehaviorTreeNode* node, const Behavior* behavior);
API_FUNCTION(Internal) static String GetNodeDebugInfo(const BehaviorTreeNode* node, Behavior* behavior);
#endif
};