//Texture: Voronoi field public void DisplayTexture_VoronoiField() { if (DisplayTexture(texture_VoronoiField)) { visibleTexture = DisplayController.TextureTypes.Voronoi_Field; } }
//Texture: Distance to target public void DisplayTexture_FlowField_DistanceToTarget() { if (DisplayTexture(texture_DistanceToTarget)) { visibleTexture = DisplayController.TextureTypes.Flowfield_Target; } }
//Texture: Distance to closest obstacle public void DisplayTexture_FlowField_DistanceToObstacle() { if (DisplayTexture(texture_DistanceToObstacle)) { visibleTexture = DisplayController.TextureTypes.Flowfield_Obstacle; } }
//Texture: Voronoi field public void DisplayTexture_VoronoiDiagram() { if (DisplayTexture(texture_VoronoiDiagram)) { visibleTexture = DisplayController.TextureTypes.Voronoi_Diagram; } }
void Start() { aboutMenuObj.SetActive(false); descriptionMenuObj.SetActive(false); StartCoroutine(UpdateSpeedText()); ifFoundPathText.text = ""; //Init the dropdowns //Search tree List <string> searchTreeOptionsStrings = new List <string>(); int numOfEnums1 = Enum.GetNames(typeof(DisplayController.SearchTreeTypes)).Length; for (int i = 0; i < numOfEnums1; i++) { DisplayController.SearchTreeTypes word = (DisplayController.SearchTreeTypes)i; searchTreeOptionsStrings.Add(word.ToString()); } dropdownSearchTree.AddOptions(searchTreeOptionsStrings); //Texture List <string> textureOptionsStrings = new List <string>(); int numOfEnums2 = Enum.GetNames(typeof(DisplayController.TextureTypes)).Length; for (int i = 0; i < numOfEnums2; i++) { DisplayController.TextureTypes word = (DisplayController.TextureTypes)i; textureOptionsStrings.Add(word.ToString()); } dropdownDisplayTexture.AddOptions(textureOptionsStrings); //Vehicles List <string> vehicleStrings = new List <string>(); int numOfEnums3 = Enum.GetNames(typeof(SimController.VehicleTypes)).Length; for (int i = 0; i < numOfEnums3; i++) { SimController.VehicleTypes word = (SimController.VehicleTypes)i; vehicleStrings.Add(word.ToString()); } dropdownChangeVehicle.AddOptions(vehicleStrings); }
//When choosing this method from the inspector, pick the uppermost one below "Dynamic int" and not "Static parameters" public void DisplayTexture(int index) { if (DisplayController.current == null) { return; } //Which texture did we select in the dropdown DisplayController.TextureTypes type = (DisplayController.TextureTypes)index; DisplayController.current.DisplayTexture(type); }
private void Start() { //Resize the quads to fit the grid int mapWidth = Parameters.mapWidth; Vector3 centerPos = new Vector3(mapWidth * 0.5f, DisplayController.flowFieldHeight, mapWidth * 0.5f); Vector3 scale = new Vector3(mapWidth, mapWidth, 1f); //Add the data to the quads quad.position = centerPos; quad.localScale = scale; //Deactivate it quad.gameObject.SetActive(false); visibleTexture = DisplayController.TextureTypes.None; }
//Texture: None public void DisplayNoTexture() { DeActivateQuad(); visibleTexture = DisplayController.TextureTypes.None; }