public static GraphNodeType CreateInstance(GameObject go, DateTime time, string host, Vector3 pos, GameObject miniGo, bool act = false, int num = 3) { GraphNodeType inst = CreateInstance <GraphNodeType>(); inst.Init(go, time, host, pos, act, num); return(inst); }
private GraphNodeType[] CreateNodes() { GraphNodeType[] node = new GraphNodeType[GetConnections.Count]; int i = 0; foreach (Dictionary <string, string> pair in GetConnections) { // get neat splunk data DateTime time; string host; GetUsefulInfo(pair, out time, out host); float x; float y; GetPoints(i, out x, out y); GraphNodeType newNodeType = GraphNodeType.CreateInstance(Node_Prefab, time, host, new Vector3(x, y, 2), MiniNodePrefab); // make new nodes children of ParentObject (should be NodeManager game object) newNodeType.getObject().transform.parent = Parent_Object.transform; newNodeType.setPosition(new Vector3(x, y, 2)); node[i++] = newNodeType; } return(node); }
public GraphNode(int x, int y, GraphNodeType type) { this.x = x; this.y = y; this.type = type; pos = new Vector2(x, y); }
public GraphNode(float x2, float y2, float renderScale) : this() { nodeType = GraphNodeType.STANDART; this.x = x2; this.y = y2; this.renderScale = renderScale; this.color = Color.yellow; this.G = 0; }
private int TypeToInt(GraphNodeType type) { if (type == GraphNodeType.OPEN) { return(0); } else { return(1); } }
private GraphNodeType GenerateProc(Vector3 createPos, string user, string process_name, int pid) { GraphNodeType newProc = InstProc(createPos, DateTime.Today, user); newProc.setProcessName(process_name); newProc.setProcessId(pid); newProc.InitSubNodes(new string[] { "User: "******"Process Name: " + process_name, "PID: " + pid.ToString() }, subNodePrefab); newProc.getObject().name = "process_" + pid.ToString(); nodeCount++; return(newProc); }
public void NewProc(Vector3 createPos, string user, string process_name, int pid) { ///<summary>This function creates a new host on set coordinates, as well as a link between it and the root.</summary> /// // GraphNodeType newNode = GenerateProc(createPos, user, process_name, pid); GameObject nodeObj = newNode.getObject(); nodes.Add(newNode); nodeObj.transform.parent = this.transform; CreateLink(nodeObj, nodeObj.GetComponent <NodePhysX>().root); //print("Created new process named " + newNode.name); }
public void NewConn(Vector3 createPos, DateTime time, string process, string remoteAddress) { ///<summary>This function creates a new host on set coordinates, as well as a link between it and the root.</summary> /// // "Standard" overload GraphNodeType newNode = GenerateConn(createPos, time, process, remoteAddress); GameObject nodeObj = newNode.getObject(); nodes.Add(newNode); // Hierarchy maintenance - make this new node a child of the GraphController nodeObj.transform.parent = this.transform; CreateLink(nodeObj, nodeObj.GetComponent <NodePhysX>().root); //print("Created new host named " + newNode.name); }
public GraphNode(List <string> poeList, float renderScale) : this(100, 100, renderScale) { this.poeList = poeList; nodeType = GraphNodeType.POE; setPOEPosition(); foreach (string poe in poeList) { try { shapeCreator.getPOEs()[poe].setChildNode(this.getThisId()); } catch (NullReferenceException nex) { Debug.Log("Can`t set child POE node"); } } }
public GraphNodeType GenerateConn(Vector3 createPos, DateTime time, string process, string remoteAddress) { GraphNodeType nodeCreated = null; nodeCreated = InstHost(createPos, time, process); nodeCreated.setRemoteAddress(remoteAddress); // @TODO make this more then just example flavor // @TODO: labels should come from dictionary keys nodeCreated.InitSubNodes(new string[] { "Connection Time: " + nodeCreated.getTime().ToString(), "User: "******"Dest IP: " + nodeCreated.getRemoteAddress() }, subNodePrefab); if (nodeCreated != null) { nodeCreated.getObject().name = "host" + process; nodeCount++; } return(nodeCreated); }
// Use this for initialization void Start() { GraphManager = GameObject.Find("GraphManager"); graphController = GraphManager.GetComponent <GraphController>(); standard = Shader.Find("Transparent/Diffuse"); originRender = GetComponent <Renderer>(); originMat = originRender.material; originTag = gameObject.tag; //print("Orginal tag for " + name + " is " + originTag); // store the GraphNodeType for this object foreach (GraphNodeType gnt in graphController.Nodes) { if (GameObject.ReferenceEquals(this.gameObject, gnt.getObject())) { gntME = gnt; } } }
public void UpdateGraphNodeType() { var numberOfNeighbours = 0; if (this.up != null) { numberOfNeighbours++; } if (this.down != null) { numberOfNeighbours++; } if (this.left != null) { numberOfNeighbours++; } if (this.right != null) { numberOfNeighbours++; } switch (numberOfNeighbours) { case 1: this.type = GraphNodeType.Hole; break; case 2: this.type = GraphNodeType.Curve; break; case 3: this.type = GraphNodeType.Junction; break; case 4: this.type = GraphNodeType.Open; break; } }
public GraphNodeType UpdateGraphNodeType(int hits, bool isFirstOrLast) { switch (hits) { case 0: if (isFirstOrLast) { this.type = GraphNodeType.Hole; } else { this.type = GraphNodeType.Straight; } break; case 1: if (isFirstOrLast) { this.type = GraphNodeType.Curve; } else { this.type = GraphNodeType.Junction; } break; case 2: if (isFirstOrLast) { this.type = GraphNodeType.Junction; } else { this.type = GraphNodeType.Open; } break; } return(this.type); }
public GraphNodeType InstProc(Vector3 createPos, DateTime metaTime, string hostname) { return(GraphNodeType.CreateInstance(procPrefab, metaTime, hostname, createPos, subNodePrefab)); }