void Start() { thisLayer = new Layer(numNormalNodes, numHorizontallyFlippedNodes, numVerticallyFlippedNodes, numClockwiseNodes, numCounterClockNodes, transform.position.x, transform.position.y, 0); display.thisLayer = thisLayer; display.ShowLayer(); }
// Start is called before the first frame update void Start() { colors = new GameColor[colorStrings.Length]; for (int i = 0; i < colorStrings.Length; i++) { colors[i] = new GameColor(colorStrings[i]); } thisLayer = new Layer(textures, colors, transform.position.x, transform.position.y, 0); layerDisplay.thisLayer = thisLayer; layerDisplay.ShowLayer(); }
public void showLevel() { //display input layer GameObject inputObject = (GameObject)Instantiate(LayerDisplayPrefab); inputDisplay = inputObject.GetComponent <LayerDisplay>(); inputDisplay.thisLayer = level.getInputLayer(); inputDisplay.ShowLayer(); hiddenDisplays = new LayerDisplay[level.getNumHiddenLayer()]; //display hidden layers for (int i = 0; i < level.getNumHiddenLayer(); i++) { GameObject hiddenObject = (GameObject)Instantiate(LayerDisplayPrefab); hiddenDisplays[i] = hiddenObject.GetComponent <LayerDisplay>(); hiddenDisplays[i].thisLayer = level.get_ith_hidden_layer(i); hiddenDisplays[i].ShowLayer(); } //display output later GameObject outputObject = (GameObject)Instantiate(LayerDisplayPrefab); outputDisplay = outputObject.GetComponent <LayerDisplay>(); outputDisplay.thisLayer = level.getOutputLayer(); outputDisplay.ShowLayer(); //display target targets = new NodeDisplay[level.getGoal().Length]; Vector2 targetPosition = level.getOutputLayer().get_ith_position(0) + Vector2.right * LevelCreator.layerSpace; for (int i = 0; i < level.getGoal().Length; i++) { Node node = level.getGoal()[i]; GameObject targetInstance = Instantiate(targetDisplayPrefab, targetPosition, Quaternion.identity); NodeSetUp targetSetUp = targetInstance.GetComponent <NodeSetUp>(); targetSetUp.startingNode = node; targetSetUp.startFromNode = true; targetSetUp.enableNode(); targetPosition.y -= Layer.SPACE; targets[i] = targetSetUp.display; } }