// Called from buttons from input selection canvas public void ChangeInputImg() { var go = EventSystem.current.currentSelectedGameObject; // Detect which image was selected and save ID in selectedInput switch (go.name) { case "Input_Image_0": selectedInput = 0; break; case "Input_Image_1": selectedInput = 1; break; case "Input_Image_2": selectedInput = 2; break; case "Input_Image_3": selectedInput = 3; break; case "Input_Image_4": selectedInput = 4; break; case "Input_Image_5": selectedInput = 5; break; } Debug.Log("New input img: " + selectedInput); // Change input images in scene to new input image if (spriteLoader.GetInputImages().Length > selectedInput) { for (int i = 0; i < inputImages.Length; i++) { inputImages[i].sprite = spriteLoader.GetInputImages()[selectedInput]; } } // change fms according to input selection if conv, pool or fc layer is open switch (selectedLayer.GetLayerType()) { case "input": case "output": break; case "conv": UpdateFms("conv", "in"); UpdateFms("conv", "out"); break; case "pool": UpdateFms("pool", "in"); UpdateFms("pool", "out"); break; case "fc": UpdateFms("fc", "in"); break; default: Debug.Log("CanvasController - Update(): Unknown layerType"); break; } // Hide detail canvas for input fms //canvasFmDetails.gameObject.SetActive(false); canvasFmDetailsLeft.gameObject.SetActive(false); // update fm image for canvasFMDetails if the canvas is active if (canvasFmDetails.gameObject.activeSelf) { ShowLinkedFM(m_FMID); } // Change colorbar maximum values for feautre map detail canvas left and right according to input canvasFmDetailsLeft.transform.Find("Colorbar_Image/Max_Text").GetComponent <Text>().text = colorbarMaxValues[selectedInput].ToString(CultureInfo.InvariantCulture); canvasFmDetails.transform.Find("Colorbar_Image/Max_Text").GetComponent <Text>().text = colorbarMaxValues[selectedInput].ToString(CultureInfo.InvariantCulture); // Show Filter Panel filterPanel.gameObject.SetActive(true); // Hide input selection canvas // Add animation? canvasInputSelect.gameObject.SetActive(false); }