public void updpos(float x, float y) { if (type == "char" || type == "center") { pos.x = x; pos.y = y; aud.x = x; aud.pos.x = x; } if (type == "center") { //Debug.Log("center updated"); doupdate(x, y); } if (type == "char") { Forces.recalcCenter(); } }
public Node(String n, String m, String t, float a, float b, FVertex f, CharFuncs g) { name = n; calledby = m; type = t; x = a; y = b; if (f == null) { fvert = new FVertex(this); } else { fvert = f; } origObj = g; switch (type) { case "char": disp = new Vector2(0f, 0f); pos = new Vector2(x, y); ismoveable = true; // add to char list & all //Forces.g.characters.Add (fvert); // how do I get this vertex to add here? Forces.g.AddVertex(fvert); // really should have this as the vertex - maybe put the logic to add to char list when do vertex? // add audience FVertex aud2 = Forces.g.AddVertex(new Node(this.name + "A", this.name + "A", "audience", this.x, Forces.L + 5, null)); aud = aud2.Data; // add audience link Forces.g.AddEdge(fvert, aud2, "audience"); // add links to all other chars Forces.LinkToAllChars(fvert); // create center or link to center if (Forces.g.center == null && (Forces.g.characters.Count + Forces.g.humans.Count >= 2)) { Debug.Log("CREATED CENTER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"); new Node("CENTER", "CENTER", "center", this.x, this.y, null); Forces.LinkToAllChars(Forces.g.center); } else if (Forces.g.center != null) { Forces.g.AddEdge(Forces.g.center, fvert, "center"); } // recalculate center Forces.recalcCenter(); break; case "target": disp = new Vector2(0f, 0f); pos = new Vector2(x, y); ismoveable = false; // add to all Forces.g.AddVertex(fvert); break; case "human": calledby = "HUMAN"; disp = new Vector2(0f, 0f); pos = new Vector2(x, y); ismoveable = false; // capture original as x&y? orig.x = x; orig.y = y; // add to all Forces.g.AddVertex(fvert); // add to humans - done above //add audience FVertex haud = Forces.g.AddVertex(new Node(this.name + "A", this.name + "A", "audience", this.x, Forces.L + 5, null)); aud = haud.Data; // add audience link Forces.g.AddEdge(fvert, haud, "audience"); // add links to all other chars Forces.LinkToAllChars(fvert); // create center or link to center if (Forces.g.center == null && Forces.g.characters.Count + Forces.g.humans.Count >= 2) { new Node("CENTER", "CENTER", "center", this.x, this.y, null); Forces.LinkToAllChars(Forces.g.center); } else if (Forces.g.center != null) { Forces.g.AddEdge(Forces.g.center, fvert, "center"); } // recalculate center Forces.recalcCenter(); break; case "center": // calculate x & y using chars and humans (sum them then divide by count of two groups) calledby = "CENTER"; disp = new Vector2(0f, 0f); pos = new Vector2(x, y); ismoveable = true; // add to all Forces.g.AddVertex(fvert); // duplicates the center vertex - don't do!! Forces.g.center = fvert; // add to chars??? // create link to self for all chars & humans // create audience FVertex caud = Forces.g.AddVertex(new Node(this.name + "A", this.name + "A", "audience", this.x, Forces.L + 5, null)); aud = caud.Data; // create link audience Forces.g.AddEdge(fvert, caud, "audience"); break; case "audience": disp = new Vector2(0f, 0f); pos = new Vector2(x, y); ismoveable = false; // add to all //Forces.g.AddVertex (fvert); break; default: disp = new Vector2(0f, 0f); pos = new Vector2(x, y); ismoveable = false; break; } }