5 using System.Collections.Generic;
    13     public override void Init () {
    22         Debug.Log(
"Destroying Cubes");
    24         foreach(BallUpdateCube cb 
in cubes) {
    25             GameObject.Destroy(cb.gameObject);
    63     public override void SetColor(Color col, List<string> atom, 
string residue = 
"All", 
string chain = 
"All") {
    65         if(!atom.Contains (
"All")){
    72                             if(atom.Contains(cb.tag))
    87                             if(atom.Contains(cb.tag)
   106                             if(atom.Contains(cb.tag)
   123                             if(atom.Contains(cb.tag)
   140             if(residue == 
"All"){
   192     public override void SetColor(Color col, 
int atomNum) {
   212     public override void SetRadii(List<string> atom, 
string residue = 
"All", 
string chain = 
"All") {
   213         if(!atom.Contains (
"All")){
   214             if(residue == 
"All"){
   219                             if(atom.Contains(cb.tag))
   233                             if(atom.Contains(cb.tag)
   251                             if(atom.Contains(cb.tag)
   267                             if(atom.Contains(cb.tag) 
   284             if(residue == 
"All"){
   347             if(cb.transform.position == pos)
   348                 return cb.GetComponent<Renderer>().material.GetColor(
"_Color");
   362         return cubes[id].gameObject;
   371             bc.GetComponent<Renderer>().enabled = 
false;
   373                 bc.GetComponent<Collider>().enabled = 
false; 
   385             bc.GetComponent<Renderer>().enabled = 
true;
   386             bc.GetComponent<Collider>().enabled = 
true;
   393             bc.GetComponent<Renderer>().shadowCastingMode = ShadowCastingMode.On;
   394             bc.GetComponent<Renderer>().receiveShadows = 
true;
   399             bc.GetComponent<Renderer>().shadowCastingMode = ShadowCastingMode.Off;
   400             bc.GetComponent<Renderer>().receiveShadows = 
false;
   410                 cb.transform.localScale = 
new Vector3(buffer, buffer, buffer);
   421         for (
int i=0; i<cubeGameObjects.Length; i++) {
   431         for (
int i=0; i<cubeGameObjects.Length; i++) {
   432             Destroy(cubes[i].GetComponent<MouseOverMoleculeIMDSimulation>());
   439             if(GameObject.FindObjectsOfType(typeof(
BallUpdateCube)).Length >0) 
   454         for (
int j=0; j<cubes.Length; j++){
   455             int i = (int)cubes[j].number;
   463         for (
int j=0; j<cubes.Length; j++){
   464             int i = (int)cubes[j].number;
   476         float minDist = Vector3.Distance(closestAtom.gameObject.transform.position, position);
   479         for (
int i = 1; i < cubes.Length; i++) {
   481             tempDist = Vector3.Distance(tempAtom.gameObject.transform.position, position);
   482             if (tempDist < minDist) {
   484                 closestAtom = tempAtom;
   488         selection.
go = closestAtom.gameObject;
   495         for (
int j=0; j<cubes.Length; j++){
   496             if (cubes[j].tag==
"H")
   497                 cubes[j].GetComponent<Renderer>().enabled=!hide;
 
override void DestroyAll()
 
override void ToggleDistanceCueing(bool enabling)
 
void CreateMouseOversIMDSimulation()
Creates the mouse overs, needed when IMD simulation and mouse interaction are required. 
 
override void ResetPositions()
 
override void SetColor(Color col, int atomNum)
Sets the color of a specific atom. 
 
override void SetColor(Color col, List< string > atom, string residue="All", string chain="All")
Sets the color of atoms. 
 
override void Init()
Initializes this instance of the manager. 
 
static List< string > atomsNamelist
The name of each atom. 
 
static List< string > atomsChainList
The chain of each atom. 
 
static List< AtomModel > atomsTypelist
The type of each atom. 
 
void ResetColors()
Resets the colors of all cubes and sticks. 
 
static List< Vector3 > atomsIMDSimulationLocationlist
The coordinates of each atom, simulated through an IMD simulation. 
 
override void ResetIMDSimulationPositions()
 
override void DisableRenderers()
Disables the renderers for all objects managed by the instance of the manager. 
 
static void setCurrentAtomManager(GenericManager manager)
 
!WiP Includes FLAGS of GUI. 
 
override void ResetRadii()
 
!WiP manage GUI, and provide static strings for the GUI. 
 
void DestroyMouseOversIMDSimulation()
Destroys the mouse overs 
 
static List< Color > atomsColorList
The color of each atom. 
 
static float radiusFactor
 
override void showHydrogens(bool hide)
 
override void EnableShadows()
 
override void EnableRenderers()
Enables the renderers for all objects managed by the instance of the manager. 
 
static float oldRadiusFactor
 
Color GetColor(Vector3 pos)
Gets the color of the atom at the location "pos". 
 
static bool bondsReadyToBeReset
 
static List< string > atomsResnamelist
The name of the residue to which each atom belongs. 
 
static float globalRadius
 
static bool quickSelection
 
override void DisableShadows()
 
SingleAtomSelection getClosestAtomGameObject(Vector3 position)
 
void setAtomId(int atomId)
 
static GameObject[] cubeGameObjects
 
override void SetRadii(int id)
Changes the scale for Atom selection. 
 
override GameObject GetBall(int id)
Gets the GameObject from cubes at the position "id". 
 
override void SetRadii(List< string > atom, string residue="All", string chain="All")
Changes the scale of the atoms. 
 
static List< float > atomsLocalScaleList
 
static List< float[]> atomsLocationlist
The coordinates of each atom.