public StormColorCodeCategory GetColorCodeAndDescription(float wind)
    {
        StormColorCodeCategory stromColCat = new StormColorCodeCategory(wind);
        int index = (int)stromColCat.Category;

        stromColCat.Mat    = Mat[index];
        stromColCat.sprite = sprites[index];
        return(stromColCat);
    }
Beispiel #2
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    public void Init(Storm _storm, GameObject _label)
    {
        storm       = _storm;
        stromColCat = StormColorCode.Instance.GetColorCodeAndDescription(float.Parse(_storm.wind));
        Quad.GetComponent <Renderer>().material = stromColCat.Mat;
        Label = _label;
        InitLabel(storm, stromColCat);
        Vector3 pos = transform.localPosition;


        //transform.localPosition = new Vector3(pos);
    }
Beispiel #3
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    // Start is called before the first frame update
    public void Init(Data data)
    {
        myData      = data;
        storm       = (Storm)myData;
        stromColCat = StormColorCode.Instance.GetColorCodeAndDescription(float.Parse(storm.wind));
        go_StormPoint.GetComponent <SpriteRenderer>().color = stromColCat.Mat.GetColor("_TintColor");

        string info = "Name : " + storm.name + ", \n " +
                      "Basin : " + storm.basin + ", \n " +
                      "Sub-basin : " + storm.subBasin;

        label.text = info;
        //QuadMat = go_StormPoint.GetComponent<MeshRenderer>().material;
        DefaultTex = go_StormPoint.GetComponent <SpriteRenderer>().sprite;
        TimelineManager.CheckIfMyTimeStampEvent += ShowOrHideLineRenderer;
        // applyArrowTextureEvent += ApplyArrowTexture;
    }
Beispiel #4
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    // Start is called before the first frame update
    public void InitLabel(Data data, StormColorCodeCategory _s)
    {
        if (data is Storm)
        {
            storm         = (Storm)data;
            stromCategory = _s;
            string info = "Name : " + storm.name + ", \n " +
                          "Basin : " + storm.basin + ", \n " +
                          "Sub-basin : " + storm.subBasin;

            EarthBehaviour.EnableColliderOnDataPointEvent += EnableCollider;
            infoLabel.text = info;
            QuadMat        = Quad.GetComponent <MeshRenderer>().material;
            DefaultTex     = QuadMat.mainTexture;
            infoLabel.gameObject.SetActive(false);
            QuadHighlighter.SetActive(false);
            applyArrowTextureEvent += ApplyArrowTexture;
        }
    }