5 using System.Collections.Generic;
    16     public override void Init () {
    25         Debug.Log(
"Destroying Spheres");
    29         foreach(BallUpdateSphere sb 
in balls) {
    32             GameObject.Destroy(sb.gameObject);
    49         foreach(BallUpdateSphere sp 
in balls){
    53             sp.GetComponent<Renderer>().enabled = 
true;
    54             sp.GetComponent<Collider>().enabled = 
true;
    65         foreach(BallUpdateSphere sp 
in balls){
    66             sp.GetComponent<Renderer>().enabled = 
false;
    68                 sp.GetComponent<Collider>().enabled = 
false; 
    75             sp.GetComponent<Renderer>().shadowCastingMode = ShadowCastingMode.On;
    76             sp.GetComponent<Renderer>().receiveShadows = 
true;
    81             sp.GetComponent<Renderer>().shadowCastingMode = ShadowCastingMode.Off;
    82             sp.GetComponent<Renderer>().receiveShadows = 
false;
   117     public override void SetColor(Color col, List<string> atom, 
string residue = 
"All", 
string chain = 
"All") {
   119         if(!atom.Contains (
"All")){
   120             if(residue == 
"All"){
   126                             if(atom.Contains(sp.tag))
   141                             if(atom.Contains(sp.tag)
   160                             if(atom.Contains(sp.tag)
   177                             if(atom.Contains(sp.tag)
   194             if(residue == 
"All"){
   245     public override void SetColor(Color col, 
int atomNum) {
   266     public override void SetRadii(List<string> atom, 
string residue = 
"All", 
string chain = 
"All") {
   267         if(!atom.Contains (
"All")){
   268             if(residue == 
"All"){
   273                             if(atom.Contains(sp.tag))
   287                             if(atom.Contains(sp.tag)
   305                             if(atom.Contains(sp.tag)
   321                             if(atom.Contains(sp.tag) 
   338             if(residue == 
"All"){
   401             if(sp.transform.position == pos)
   402                 return sp.GetComponent<Renderer>().material.GetColor(
"_Color");
   416         return balls[id].gameObject;
   425                 sp.transform.localScale = 
new Vector3(  buffer, buffer, buffer);
   437         for (
int i=0; i<sphereGameObjects.Length; i++) {
   447         for (
int i=0; i<sphereGameObjects.Length; i++) {
   448             Destroy(sphereGameObjects[i].GetComponent<MouseOverMoleculeIMDSimulation>());
   467         for (
int j=0; j<balls.Length; j++){
   468             int i = (int)balls[j].number;
   476         for (
int j=0; j<balls.Length; j++){
   477             int i = (int)balls[j].number;
   486         float minDist = Vector3.Distance(closestAtom.gameObject.transform.position, position);
   491         for (
int i = 1; i < balls.Length; i++) {
   493             tempDist = Vector3.Distance(tempAtom.gameObject.transform.position, position);
   494             if (tempDist < minDist) {
   496                 closestAtom = tempAtom;
   500         selection.
go = closestAtom.gameObject;
   506         for (
int j=0; j<balls.Length; j++){
   507             if (balls[j].tag==
"H")
   508                 balls[j].GetComponent<Renderer>().enabled=!hide;
 void DestroyMouseOversIMDSimulation()
Destroys the mouse overs 
 
override void SetColor(Color col, List< string > atom, string residue="All", string chain="All")
Sets the color of atoms. 
 
override void ResetPositions()
 
override void DisableShadows()
 
void CreateMouseOversIMDSimulation()
Creates the mouse overs, needed when an IMD simulation and mouse interaction are required ...
 
override void DestroyAll()
 
override void SetRadii(int id)
Changes the scale for Atom selection. 
 
static List< string > atomsNamelist
The name of each atom. 
 
static List< string > atomsChainList
The chain of each atom. 
 
SingleAtomSelection getClosestAtomGameObject(Vector3 position)
 
static List< AtomModel > atomsTypelist
The type of each atom. 
 
static List< Vector3 > atomsIMDSimulationLocationlist
The coordinates of each atom, simulated through an IMD simulation. 
 
override void SetColor(Color col, int atomNum)
Sets the color of a specific atom. 
 
override void ToggleDistanceCueing(bool enabling)
 
static void setCurrentAtomManager(GenericManager manager)
 
!WiP Includes FLAGS of GUI. 
 
override void ResetIMDSimulationPositions()
 
void ResetColors()
Resets the colors of all spheres and sticks. 
 
override void EnableShadows()
 
!WiP manage GUI, and provide static strings for the GUI. 
 
override void DisableRenderers()
Disables the renderers for all objects managed by the instance of the manager. 
 
static List< Color > atomsColorList
The color of each atom. 
 
static float radiusFactor
 
override void showHydrogens(bool hide)
 
static float oldRadiusFactor
 
static bool bondsReadyToBeReset
 
override void Init()
Initializes this sphere manager. 
 
static List< string > atomsResnamelist
The name of the residue to which each atom belongs. 
 
Color GetColor(Vector3 pos)
Gets the color of the atom at the location "pos". 
 
static float globalRadius
 
static bool quickSelection
 
override void SetRadii(List< string > atom, string residue="All", string chain="All")
 
override void ResetRadii()
 
override GameObject GetBall(int id)
Gets the GameObject from balls at the position "id". 
 
static GameObject[] sphereGameObjects
 
void setAtomId(int atomId)
 
override void EnableRenderers()
Enables the renderers for all objects managed by the instance of the manager. 
 
static List< float > atomsLocalScaleList
 
static List< float[]> atomsLocationlist
The coordinates of each atom.