void Update() { //Get all Data from the data Reader one time if (incrementOnce < 2) { if (incrementOnce == 1) { //Grab Data //Set PieChart of initial state instantly. allData = ballScript.get_data(); string[] testData = (string[])allData[dataIndex]; mData = getDataFromString(testData[1]); dataIndex++; mPieChart.Draw(mData); } incrementOnce++; } if (enterTrigger) { //Update piechart whenever enter trigger zone //Stop updating when reach end of array = no more data if (dataIndex < allData.Count) { string[] testData = (string[])allData[dataIndex]; mData = getDataFromString(testData[1]); dataIndex++; mPieChart.Draw(mData); } enterTrigger = false; } }
void SetupPieChart() { mPieChart = gameObject.AddComponent("PieChartMesh") as PieChartMesh; if (mPieChart != null) { mPieChart.Init(mData, 100, 0, 100, null); if (DataSaver.Instance.highScores != null) { mData = new float[4]; foreach (var score in DataSaver.Instance.highScores) { mData[0] = score.RedWins; mData[1] = score.BlueWins; mData[2] = score.GreenWins; mData[3] = score.PinkWins; } } else { defaultValues = new float[4] { 0, 0, 0, 0 }; mData = defaultValues; } mPieChart.Draw(mData); } }
public void InitPieChart(Team team, int number) { mPieChart = gameObject.AddComponent <PieChartMesh>(); float[] datas = new float[number]; if (number == 4) { datas[0] = team.t_serve_score; datas[1] = team.t_attack_score; datas[2] = team.t_block_score; datas[3] = team.t_enemy_fail; } else if (number == 6) { datas[0] = team.t_serve_fail; datas[1] = team.t_attack_fail; datas[2] = team.t_block_fail; datas[3] = team.t_team_fail; datas[4] = team.t_duel_fail; datas[5] = team.t_defend_fail; } if (mPieChart != null) { mPieChart.Init(datas, 100, 0, 100, null); mPieChart.Draw(datas); } }
void Update() { if (Input.GetKeyDown("a")) { mData = GenerateRandomValues(4); mPieChart.Draw(mData); } }
void Start() { mPieChart = gameObject.AddComponent <PieChartMesh>() as PieChartMesh; if (mPieChart != null) { mPieChart.Init(mData, 100, 0, 100, null); mData = GenerateRandomValues(4); mPieChart.Draw(mData); } }
void Start() { mPieChart = gameObject.AddComponent("PieChartMesh") as PieChartMesh; if (mPieChart != null) { mPieChart.Init(mData, 100, 0, 100, null); mData = GenerateRandomValues(4); mPieChart.Draw(mData); } }
void Update() { if (Input.GetKeyDown("a")) { randomBuffer = Random.state; //Random.seed = 10; mData = GenerateRandomValues(segments); mPieChart.Draw(mData); //Random.seed = randomBuffer; } }
//===================== void Start() { //Get Data from dataReader ballScript = GameObject.Find("leftwall").GetComponent <dataReader> (); //======== mPieChart = gameObject.AddComponent("PieChartMesh") as PieChartMesh; if (mPieChart != null) { mPieChart.Init(mData, 10, 0, 10, null); mData = initialArray(); mPieChart.Draw(mData); } //SetTrigger as false so it doesn't update at the start enterTrigger = false; }
void Start() { randomBuffer = Random.state; Random.InitState(10); materials = new Material[segments]; for (int i = 0; i < segments; i++) { materials[i] = new Material(mainMaterial); materials[i].color = new Color32((byte)Random.Range(0, 256), (byte)Random.Range(0, 256), (byte)Random.Range(0, 256), (byte)255); //Debug.LogError(materials[i].color); } mPieChart = gameObject.AddComponent <PieChartMesh>() as PieChartMesh; if (mPieChart != null) { mPieChart.Init(mData, 100, 0, 100, materials, delay); mData = GenerateRandomValues(segments); mPieChart.Draw(mData); } Random.state = randomBuffer; }
// Use this for initialization void FixedUpdate() { pie.Init(mData, 100, mRotationAngle, mRadius); pie.Draw(); }