private void animateLinkCallbackEnd(WMG_Series aSeries, bool isLast) { aSeries.RepositionLines(); if (isLast) { aSeries.updateAreaShading(null); } aSeries.currentlyAnimating = false; }
private void animateLinkCallback(WMG_Series aSeries, GameObject aGO, bool isLast) { WMG_Node aNode = aGO.GetComponent<WMG_Node>(); if (aNode.links.Count != 0) { WMG_Link theLine = aNode.links[aNode.links.Count-1].GetComponent<WMG_Link>(); theLine.Reposition(); } if (isLast) { aSeries.updateAreaShading(null); } if (aSeries.connectFirstToLast) { // One extra link to animate for circles / close loop series aNode = aSeries.getPoints()[0].GetComponent<WMG_Node>(); WMG_Link theLine = aNode.links[0].GetComponent<WMG_Link>(); theLine.Reposition(); } }
private void animateLinkCallbackEnd(WMG_Series aSeries, bool isLast) { aSeries.RepositionLines(); if (isLast) { aSeries.updateAreaShading(); } aSeries.currentlyAnimating = false; }
// IEnumerator test(GameObject go) { // Debug.Log("curX2: " + go.transform.localPosition.x + " curY2: " + go.transform.localPosition.y); // yield return new WaitForEndOfFrame(); // Debug.Log("curX3: " + go.transform.localPosition.x + " curY3: " + go.transform.localPosition.y); // } private void animateLinkCallback(WMG_Series aSeries, GameObject aGO, bool isLast) { WMG_Node aNode = aGO.GetComponent<WMG_Node>(); if (aNode.links.Count != 0) { WMG_Link theLine = aNode.links[aNode.links.Count-1].GetComponent<WMG_Link>(); theLine.Reposition(); } if (isLast) { aSeries.updateAreaShading(); } if (aSeries.connectFirstToLast) { // One extra link to animate for circles / close loop series aNode = aSeries.getPoints()[0].GetComponent<WMG_Node>(); WMG_Link theLine = aNode.links[0].GetComponent<WMG_Link>(); theLine.Reposition(); } }