Exemplo n.º 1
0
 /// <summary>
 /// OnGUI is called for rendering and handling GUI events.
 /// This function can be called multiple times per frame (one call per event).
 /// </summary>
 public void OnSceneGUI()
 {
     happyCheckStep = target as HappyCheckStep;
     Handles.color  = Color.white;
     if (mainData == null)
     {
         mainData = GameObject.Find("MainData").GetComponent <MainData>();
     }
     if (happyCheckStep.ufaMap == null)
     {
         return;
     }
     if (happyCheckStep.sortIndex < happyCheckStep.ufaIndexes.Length)
     {
         HCArea ufa = happyCheckStep.GetUfa(happyCheckStep.sortIndex);
         Handles.color = Color.yellow;
         Handles.Button(mainData.AreaPosWorld(ufa.pos.x, ufa.pos.y), Quaternion.identity, 0.5f, 0.5f, Handles.CylinderHandleCap);
     }
     foreach (var index in happyCheckStep.stack)
     {
         HCArea ufa = happyCheckStep.GetUfa(index);
         Handles.color = happyCheckStep.numberCount == 0 ? Color.green : Color.red;
         Handles.Button(mainData.AreaPosWorld(ufa.pos.x, ufa.pos.y), Quaternion.identity, 0.5f, 0.5f, Handles.CylinderHandleCap);
     }
     for (int i = 0; i < happyCheckStep.ufaIndexes.Length; i++)
     {
         if (happyCheckStep.ufaMap[happyCheckStep.GetUfa(i).pos] == 1)
         {
             HCArea ufa = happyCheckStep.GetUfa(i);
             Handles.color = Color.grey;
             Handles.Button(mainData.AreaPosWorld(ufa.pos.x, ufa.pos.y), Quaternion.identity, 0.5f, 0.5f, Handles.ArrowHandleCap);
         }
     }
 }
Exemplo n.º 2
0
    // Use this for initialization
    void Awake()
    {
        happyCheck     = GameObject.Find("Algorithm").GetComponentInChildren <HappyCheck>();
        happyCheckStep = GameObject.Find("Algorithm").GetComponentInChildren <HappyCheckStep>();
        GameObject debugWithMap = new GameObject("Map");

        debugWithMap.transform.parent = transform;
        watchList = debugWithMap.AddComponent(typeof(WatchList2DInScene)) as WatchList2DInScene;
        happyCheckStep.clickAction += changeMineDataForHappy;
    }