public void SetTrapezoidal(bool val) { if (val != IsTrapezoidal) { AttChange change = new AttChange(); List <float> prop = new List <float>(); prop.Add((float)this.GetId()); prop.Add((float)0.0); prop.Add((float)0.0); prop.Add((float)1.0); // value of attribute index,, not nessesary but just frameword for case of adding attributes prop.Add((float)1.0); // value as a sign of revertion of bool attribute change.SetChange(prop); UndoAction undoAction = new UndoAction(); undoAction.AddChange(change); GUICircuitComponent.globalUndoList.AddUndo(undoAction); } IsTrapezoidal = val; if (GameObject.Find("PlayToggle").GetComponent <UnityEngine.UI.Toggle>().isOn) { GameObject.Find("PlayButton").GetComponent <GUICircuit>().RunSimulation(); } }
public void SetInductance(double val) { if (Inductance != val) { AttChange change = new AttChange(); List <float> prop = new List <float>(); prop.Add((float)this.GetId()); prop.Add((float)1.0); // value of attribute index,, not nessesary but just frameword for case of adding attributes prop.Add((float)(Inductance - val)); prop.Add((float)0.0); // hodnoty ostatnych atributov sa nezmenia prop.Add((float)0.0); change.SetChange(prop); UndoAction undoAction = new UndoAction(); undoAction.AddChange(change); GUICircuitComponent.globalUndoList.AddUndo(undoAction); } Inductance = val; if (GameObject.Find("PlayToggle").GetComponent <UnityEngine.UI.Toggle>().isOn) { GameObject.Find("PlayButton").GetComponent <GUICircuit>().RunSimulation(); } }