// Use this for initialization void Start() { _connectomeLabels = Resources.Load("Prefabs/ConnectomeLabel") as GameObject; _HUD = Resources.Load("Prefabs/HUD") as GameObject; _representationType = representationTypes.Anatomy; _classificationType = classificationTypes.Anatomy; classificationName = "anatomy"; connectomeRegionName = "leftCerebellum"; classificationColumn.Add("anatomy", 1); classificationColumn.Add("embeddness", 2); classificationColumn.Add("richclub", 3); }
public bool DetectClassificationEnum() { changeClassificationEbum = false; if (_classificationType != _prevClassificationType) { if (labelText != null) { Destroy(labelText); } if (HUDpanel != null) { Destroy(HUDpanel); } foreach (GameObject node in Nodes) { if (node != null) { Destroy(node); } } foreach (GameObject edge in Edges) { if (edge != null) { Destroy(edge); } } switch (_classificationType) { case classificationTypes.Anatomy: classificationName = "anatomy"; changeClassificationEbum = true; _prevClassificationType = classificationTypes.Anatomy; break; case classificationTypes.Embeddness: classificationName = "embeddness"; changeClassificationEbum = true; _prevClassificationType = classificationTypes.Embeddness; break; case classificationTypes.RichClub: classificationName = "richclub"; changeClassificationEbum = true; _prevClassificationType = classificationTypes.RichClub; break; case classificationTypes.None: classificationName = string.Empty; _prevClassificationType = classificationTypes.None; break; } changeClassificationEbum = true; } return(changeClassificationEbum); }