public void Init() { if (hasInit) { return; } hasInit = true; changeObjs.Add(numberRingsC); changeObjs.Add(textureC); changeObjs.Add(degreesC); changeObjs.Add(aRingValC); changeObjs.Add(ringColorC); changeObjs.Add(bandColorC); changeObjs.Add(radiusC); changeObjs.Add(labelsC); changeObjs.Add(hideRingsC); textureChanger = defaultTextureChanger; colorChanger = defaultColorChanger; extraRingSprite = WMG_Util.createSprite(getTexture(extraRing)); ringTexSize = extraRingSprite.texture.width; extraRingColors = new Color[ringTexSize * ringTexSize]; setTexture(extraRing, extraRingSprite); rings = new List <WMG_Ring>(); origGraphWidth = ((1 - innerRadiusPercentage) * outerRadius); bandColors.SetList(_bandColors); bandColors.Changed += bandColorsChanged; values.SetList(_values); values.Changed += valuesChanged; labels.SetList(_labels); labels.Changed += labelsChanged; hideRings.SetList(_hideRings); hideRings.Changed += hideRingsChanged; ringIDs.SetList(_ringIDs); ringIDs.Changed += ringIDsChanged; numberRingsC.OnChange += NumberRingsChanged; bandColorC.OnChange += BandColorChanged; ringColorC.OnChange += RingColorChanged; labelsC.OnChange += LabelsChanged; degreesC.OnChange += DegreesChanged; aRingValC.OnChange += DegreesChangedAring; radiusC.OnChange += RadiusChanged; textureC.OnChange += TextureChanged; hideRingsC.OnChange += HideRingsChanged; PauseCallbacks(); }
/// <summary> /// スライスを追加し、グラフに反映します /// </summary> /// <param name="sliceVal">Slice value.</param> public void AddSlice(float val, Color color, System.String label = null) { _sliceValues.Add(val); sliceValues.SetList(_sliceValues); _sliceColors.Add(color); sliceColors.SetList(_sliceColors); if (label != null) { _sliceLabels.Add(label); sliceLabels.SetList(_sliceLabels); } graphC.Changed(); interactivityC.Changed(); }
/// <summary> /// Initializes the graph, and should always be done before anything else, called automatically in Start(), but it never hurts to call this manually after instantiating a graph prefab. /// </summary> public void Init() { if (hasInit) { return; } hasInit = true; changeObjs.Add(allC); changeObjs.Add(cubicBezierC); changeObjs.Add(labelsC); changeObjs.Add(colorsC); changeObjs.Add(fontC); bands = new List <WMG_Bezier_Band>(); values.SetList(_values); values.Changed += valuesChanged; fillColors.SetList(_fillColors); fillColors.Changed += fillColorsChanged; labels.SetList(_labels); labels.Changed += labelsChanged; allC.OnChange += AllChanged; cubicBezierC.OnChange += CubicBezierChanged; labelsC.OnChange += UpdateLabels; colorsC.OnChange += UpdateColors; fontC.OnChange += UpdateFontSize; allC.Changed(); }
/// <summary> /// Initializes the graph, and should always be done before anything else, called automatically in Start(), but it /// never hurts to call this manually after instantiating a graph prefab. /// </summary> public new void Init() { if (hasInit2) { return; } hasInit2 = true; changeObjs.Add(radarGraphC); changeObjs.Add(gridsC); changeObjs.Add(labelsC); changeObjs.Add(dataSeriesC); dataSeriesColors.SetList(_dataSeriesColors); dataSeriesColors.Changed += dataSeriesColorsChanged; labelStrings.SetList(_labelStrings); labelStrings.Changed += labelStringsChanged; radarGraphC.OnChange += GraphChanged; gridsC.OnChange += GridsChanged; labelsC.OnChange += LabelsChanged; dataSeriesC.OnChange += DataSeriesChanged; PauseCallbacks(); }
public void Init() { if (hasInit) { return; } hasInit = true; legend.Init(); changeObjs.Add(graphC); changeObjs.Add(resizeC); changeObjs.Add(doughnutC); changeObjs.Add(interactivityC); if (animationDuration > 0) { UpdateVisuals(true); } if (useDoughnut) { initDoughnut(); } cachedContainerWidth = getSpriteWidth(this.gameObject); cachedContainerHeight = getSpriteHeight(this.gameObject); sliceValues.SetList(_sliceValues); sliceValues.Changed += sliceValuesChanged; sliceLabels.SetList(_sliceLabels); sliceLabels.Changed += sliceLabelsChanged; sliceColors.SetList(_sliceColors); sliceColors.Changed += sliceColorsChanged; graphC.OnChange += GraphChanged; resizeC.OnChange += ResizeChanged; doughnutC.OnChange += DoughtnutChanged; interactivityC.OnChange += InteractivityChanged; // setOriginalPropertyValues(); PauseCallbacks(); }