// ==================================================================================================== #region Timeline Updates void UpdateTimeline() { ClearObjects(); // resize the content to the full width on this zoom level float newWidth = oneSecondUnit * oneTimeChunk; rightScrollableContent.sizeDelta = new Vector2(newWidth, rightScrollableContent.sizeDelta.y); scrollableTimeBar.sizeDelta = new Vector2(newWidth, scrollableTimeBar.sizeDelta.y); // BG holderBackgroundDividers.GetComponent <HorizontalLayoutGroup>().spacing = (dividerBackgroundFrequency * oneSecondUnit) - 1; for (int b = 0; b < ((oneTimeChunk / dividerBackgroundFrequency) + 1); b++) { backgroundDividers.Add(Instantiate(TimelineDivider, holderBackgroundDividers.transform)); } // Seconds holderHeaderDividers.GetComponent <HorizontalLayoutGroup>().spacing = (dividerHeaderFrequency * oneSecondUnit) - 1; for (int s = 0; s < ((oneTimeChunk / dividerHeaderFrequency) + 1); s++) { headerDividers.Add(Instantiate(TimelineDivider, holderHeaderDividers.transform)); } // Labels for (int n = 0; n < ((oneTimeChunk / LabelFrequency) + 1); n++) { GameObject label = Instantiate(TimeIndicatorPrefab, holderlabels.transform); label.GetComponent <TextMeshProUGUI>().text = TimeLineHelpers.GetTimeFormat((startTime) + (n * LabelFrequency), false); label.GetComponent <RectTransform>().anchoredPosition = new Vector2((n * LabelFrequency) * oneSecondUnit, 0); labels.Add(label); } EoM_Events.Send_RefreshGraphs(); }
void UpdateCurrentTime(float _timeStamp) { currentTimeStampField.text = TimeLineHelpers.GetTimeFormat(_timeStamp, true); }