예제 #1
0
	private void animateLinkCallbackEnd(WMG_Series aSeries, bool isLast) {
		aSeries.RepositionLines();
		if (isLast) {
			aSeries.updateAreaShading(null);
		}
		aSeries.currentlyAnimating = false;
	}
예제 #2
0
	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();
		}
	}