void createUI() { // create neural image GameObject obj = Resources.Load("Heatmap") as GameObject; Vector2 pos = new Vector2(-20, -90); int idx = 0; foreach (var input in this.playground.INPUTS) { GameObject heatMap = GameObject.Instantiate(obj, featureLayer.transform, true); RectTransform t = heatMap.GetComponent <RectTransform>(); t.anchoredPosition = pos; ImageHeatmap imageHeatmap = heatMap.GetComponent <ImageHeatmap>(); imageHeatmap.id = input.Key; Toggle toggle = heatMap.GetComponent <Toggle>(); if (this.playground.state.inputs.Contains(input.Key) == false) { toggle.isOn = false; } imageHeatmap.onClick = (id) => { if (this.playground.state.inputs.Contains(id)) { this.playground.state.inputs.Remove(id); } else { this.playground.state.inputs.Add(id); } reset(); }; GameObject feature = GameObject.Instantiate(features[idx++], featureLayer.transform, false); t = feature.GetComponent <RectTransform>(); Vector2 tPos = t.anchoredPosition; tPos.y = pos.y; t.anchoredPosition = tPos; pos.y -= 55; } createHiddenLayers(); createThumbnails(); }
void createHiddenLayers() { int layerNumber = this.playground.network.Count - 2; if (layerNumber > 0) { const int layerWidth = 300; GameObject obj = Resources.Load("Heatmap") as GameObject; Vector2 pos = new Vector2(0, -90); float offX = 0; if (layerNumber == 1) { pos.x = 0; } else { pos.x = -150; offX = layerWidth / (layerNumber - 1); } GameObject btns = Resources.Load("buttons") as GameObject; for (int i = 1; i < this.playground.network.Count - 1; i++) { GameObject btn = GameObject.Instantiate(btns, hiddenLayers.transform, true); btn.GetComponent <RectTransform>().anchoredPosition = new Vector2(pos.x, -50); Button[] new_buttons = btn.GetComponentsInChildren <Button>(); int shapeId = i - 1; new_buttons[0].onClick.AddListener(() => { if (this.playground.state.networkShape[shapeId] > 1) { this.playground.state.networkShape[shapeId]--; } reset(); }); new_buttons[1].onClick.AddListener(() => { if (this.playground.state.networkShape[shapeId] < 8) { this.playground.state.networkShape[shapeId]++; } reset(); }); var layer = this.playground.network[i]; for (int j = 0; j < layer.Count; j++) { var node = layer[j]; GameObject heatMap = GameObject.Instantiate(obj, hiddenLayers.transform, true); RectTransform t = heatMap.GetComponent <RectTransform>(); t.anchoredPosition = pos; ImageHeatmap imageHeatmap = heatMap.GetComponent <ImageHeatmap>(); imageHeatmap.id = node.id; pos.y -= 55; } pos.y = -90; pos.x += offX; } } }