// Use this for initialization void Start() { UIEventListener.Get(background).onDrag += OnMapBackgroundDragged; UIEventListener.Get(background).onScroll += OnMapBackgroundScrolled; theMap = MapManagerObject.GetComponent <WMG_Graph_Manager>(); theMapGenerator = MapManagerObject.GetComponent <WMG_Random_Graph>(); theMapGenerator.nodePrefab = NodePrefab; theMapGenerator.linkPrefab = LinkPrefab; CurrentNode = theMap.CreateNode(NodePrefab, PanParentObject); // CurrentNode.transform.parent = PanParentObject.transform; WMG_Node_World_Map startNode = CurrentNode.GetComponent <WMG_Node_World_Map>(); theMap.SetActive(startNode.SelectionObject, true); theMapGenerator.GenerateGraphFromNode(startNode); foreach (GameObject child in theMap.LinksParent) { theMap.SetActive(child, false); } foreach (GameObject child in theMap.NodesParent) { UIEventListener.Get(child).onClick += OnNodeClick; UIEventListener.Get(child).onHover += OnNodeHover; WMG_Node_World_Map aNode = child.GetComponent <WMG_Node_World_Map>(); AnimateSelection(aNode); if (aNode.id != startNode.id) { theMap.SetActive(child, false); } } ActivateNeighbors(startNode); }
public void setManager(GameObject managerObject) { graphManager = managerObject; theGraph = managerObject.GetComponent<WMG_Graph_Manager>(); }
public void setManager(GameObject managerObject) { graphManager = managerObject; theGraph = managerObject.GetComponent <WMG_Graph_Manager>(); }
// constructor method. public GraphPositioning(WMG_Graph_Manager graph) { graphrt = graph.GetComponent <RectTransform>(); }