public void FillList(int[] layerSchemat) { int n = 0; hiddenLayers.Clear(); for (int i = 1; i < layerSchemat.Length - 1; i++) { LayerInfoPanel temp = Instantiate(PreFab, panel); temp.Information.text = "Layer " + i + ":"; temp.InField.text = layerSchemat[i].ToString(); temp.Controler = this; hiddenLayers.Add(temp); n++; } SaveNumberOfNeurons(); NumberOfLayers.text = n.ToString(); }
public void ChangeLayerNumber() { int n; int.TryParse(NumberOfLayers.text, out n); if (n <= 0) { n = 0; } if (n >= 10) { n = 10; } if (n > hiddenLayers.Count) { for (int i = hiddenLayers.Count; i < n; i++) { LayerInfoPanel temp = Instantiate(PreFab, panel); temp.Information.text = "Layer " + (i + 1) + ":"; temp.InField.text = (i + 1).ToString(); temp.Controler = this; hiddenLayers.Add(temp); } } else if (n < hiddenLayers.Count) { int j = hiddenLayers.Count - n; for (int i = 0; i < j; i++) { Destroy(hiddenLayers[hiddenLayers.Count - 1].gameObject); hiddenLayers.Remove(hiddenLayers[hiddenLayers.Count - 1]); } } SaveNumberOfNeurons(); }