Esempio n. 1
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    /// Simple calculation for debugging
    Vector3 GetPlacementPosition(UIPlacement placement)
    {
        // ERROR: moves neuron after one frame
        var anchor = placement.location.anchoredPosition;

        return(new Vector3(anchor.x, anchor.y, 0f));
    }
Esempio n. 2
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 void Awake()
 {
     gameManager      = GameObject.Find("GameManager").GetComponent <GameManager>();
     prefabManager    = GameObject.Find("PrefabManager").GetComponent <PrefabManager>();
     uiManager        = GameObject.Find("UIManager").GetComponent <UIPlacement>();
     inventoryManager = GameObject.Find("InventoryManager").GetComponent <InventoryManager>();
     characterManager = GameObject.Find("CharacterManager").GetComponent <CharacterManager>();
 }
Esempio n. 3
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    Vector3 GetRadialOffsetPosition(Neuron neuron, UIPlacement icon)
    {
        Vector3 iconPosition = icon.location.localPosition;

        // * WPP: where do 3 and -16 come from?  If settings, expose values in inspector;
        // if mathematical constants, declare as constants, if based on something else, include calculation.
        float radialDistance = (neuron.index % 3 - GetModuloOffset(neuron.io)) * -16f;

        Vector2 clockHand = iconPosition.normalized;
        Vector3 newPos    = iconPosition;
        Vector2 offset    = clockHand * radialDistance;

        newPos.x += offset.x;
        newPos.y += offset.y;
        return(newPos / halfPanelSize + Random.insideUnitSphere * randomOffset);
    }
Esempio n. 4
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 void Awake()
 {
     objectives = GameObject.Find("Objectives").GetComponent <ObjectivesList>();
     uiManager  = GameObject.Find("UIManager").GetComponent <UIPlacement>();
     //DontDestroyOnLoad(this.gameObject);
 }