示例#1
0
        // ====================================================================================================
        #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();
        }
示例#2
0
 void UpdateCurrentTime(float _timeStamp)
 {
     currentTimeStampField.text = TimeLineHelpers.GetTimeFormat(_timeStamp, true);
 }