Exemplo n.º 1
0
        private void Reset()
        {
            MeshState neutralMeshState = new BasicMeshState(new Dictionary <int, float>());

            for (int i = 0; i < meshStates.Length; i++)
            {
                cursorValues[i] = 0f;
                meshStates[i]   = neutralMeshState;
            }

            foreach (Dropdown presetDropdown in dropdowns)
            {
                presetDropdown.value = 0;
                int dropdownIndex = (int)char.GetNumericValue(presetDropdown.gameObject.name[presetDropdown.gameObject.name.Length - 1]) - 1;
                UnityAction <int> partialSetMeshState = x => SetMeshState(dropdownIndex, x);
                presetDropdown.onValueChanged.AddListener(partialSetMeshState);
            }

            foreach (Slider slider in sliders)
            {
                slider.value = 0;
                int sliderIndex = (int)char.GetNumericValue(slider.gameObject.name[slider.gameObject.name.Length - 1]) - 1;
                UnityAction <float> partialSetCursor = x => SetCursor(sliderIndex, x);
                slider.onValueChanged.AddListener(partialSetCursor);
            }

            UpdateMeshState();
        }
Exemplo n.º 2
0
 public void SetMeshState(int index, int presetIndex)
 {
     meshStates[index] = new BasicMeshState(controller.GetPresetProvider().GetPresetWeightSet(presetIndex));
     UpdateMeshState();
 }