public void SetInfo(int score, Texture2D tex, List <float> emotion) { Score = score; ScoreText.text = score.ToString(); SmileProject.Instance.AddScore(score); m_emotion = emotion; Review.texture = tex; m_tex2d = tex; Review.gameObject.GetComponent <AspectRatioFitter> ().aspectRatio = (float)tex.width / tex.height; m_emotion = emotion; Review.gameObject.GetComponent <AspectRatioFitter>().aspectRatio = (float)tex.width / tex.height; List <EmotionInfo> _info_list = new List <EmotionInfo>(); for (int i = 0; i < m_emotion.Count; ++i) { EmotionInfo _einfo = new EmotionInfo(); _einfo.name = ImitateTranslateService.GetTextByIndex(i); _einfo.score = m_emotion[i]; _info_list.Add(_einfo); } _info_list.Sort(_compass); if (m_detail_list.Count == 0) { for (int i = 0; i < 5; ++i) { GameObject _u = GameObject.Instantiate(unit_pref); SmileDetailUnit _unit = _u.GetComponent <SmileDetailUnit>(); _unit.SetInfo(_info_list[i].name, (int)(_info_list[i].score * 100)); _u.transform.parent = m_root; _u.transform.localScale = Vector3.one; _u.transform.localPosition = new Vector3(0, -89 * i, 0); _u.SetActive(true); m_detail_list.Add(_unit); } } else { for (int i = 0; i < 5; ++i) { m_detail_list[i].SetInfo(_info_list[i].name, (int)(_info_list[i].score * 100)); if (_info_list[i].score >= 0.1f) { m_detail_list[i].gameObject.SetActive(true); } else { m_detail_list[i].gameObject.SetActive(false); } } } }
private List <DetailRow> ResultToDetailRowList(ImitateResult result) { var ret = new List <DetailRow>(); foreach (var item in result.itemList) { var title = ImitateTranslateService.GetTextByIndex(item.index); Debug.Log($"title: {item.index} -> {title}"); var likely = ImitateManager.RateSignleItem01(item.target, item.input); Debug.Log($"likely: {item.target} : {item.input} -> {likely}"); var row = new DetailRow(); row.title = title; row.percent = likely; ret.Add(row); } return(ret); }