Beispiel #1
0
    void Start()
    {
        thisLayer = new Layer(numNormalNodes, numHorizontallyFlippedNodes, numVerticallyFlippedNodes,
                              numClockwiseNodes, numCounterClockNodes, transform.position.x, transform.position.y, 0);

        display.thisLayer = thisLayer;
        display.ShowLayer();
    }
    // Start is called before the first frame update
    void Start()
    {
        colors = new GameColor[colorStrings.Length];
        for (int i = 0; i < colorStrings.Length; i++)
        {
            colors[i] = new GameColor(colorStrings[i]);
        }

        thisLayer = new Layer(textures, colors, transform.position.x, transform.position.y, 0);
        layerDisplay.thisLayer = thisLayer;
        layerDisplay.ShowLayer();
    }
Beispiel #3
0
    public void showLevel()
    {
        //display input layer
        GameObject inputObject = (GameObject)Instantiate(LayerDisplayPrefab);

        inputDisplay           = inputObject.GetComponent <LayerDisplay>();
        inputDisplay.thisLayer = level.getInputLayer();
        inputDisplay.ShowLayer();

        hiddenDisplays = new LayerDisplay[level.getNumHiddenLayer()];
        //display hidden layers
        for (int i = 0; i < level.getNumHiddenLayer(); i++)
        {
            GameObject hiddenObject = (GameObject)Instantiate(LayerDisplayPrefab);
            hiddenDisplays[i]           = hiddenObject.GetComponent <LayerDisplay>();
            hiddenDisplays[i].thisLayer = level.get_ith_hidden_layer(i);
            hiddenDisplays[i].ShowLayer();
        }

        //display output later
        GameObject outputObject = (GameObject)Instantiate(LayerDisplayPrefab);

        outputDisplay           = outputObject.GetComponent <LayerDisplay>();
        outputDisplay.thisLayer = level.getOutputLayer();
        outputDisplay.ShowLayer();


        //display target
        targets = new NodeDisplay[level.getGoal().Length];
        Vector2 targetPosition = level.getOutputLayer().get_ith_position(0) + Vector2.right * LevelCreator.layerSpace;

        for (int i = 0; i < level.getGoal().Length; i++)
        {
            Node       node           = level.getGoal()[i];
            GameObject targetInstance = Instantiate(targetDisplayPrefab, targetPosition, Quaternion.identity);
            NodeSetUp  targetSetUp    = targetInstance.GetComponent <NodeSetUp>();
            targetSetUp.startingNode  = node;
            targetSetUp.startFromNode = true;
            targetSetUp.enableNode();
            targetPosition.y -= Layer.SPACE;
            targets[i]        = targetSetUp.display;
        }
    }