How will i update my table values every time?

Hi All,

I am developing sample simple pendulum experiment. i done that with the help of Mr.Robertbu.

My pendulum code is like this:

using UnityEngine;
using System.Collections;

public class Pendulum2 : MonoBehaviour {
 
public Transform pivot;
public static float speed=0.0f ;
private Vector3 v3Pivot; // Pivot in screen space
private bool dragging = false;
private float startAngle = 0.0f;
private float endAngle = -180.0f;
private float fTimer = 0.0f;
private float angleDiff;
private Vector3 v3T = Vector3.zero;
private float angle;
private float anglespeed,angles1,angles2;
public GUIStyle fontstyle;
private float length1,length2,length3;
private float Timeperiod=0.0f;
//var fontSize  : int = 20;
private int count=0;
private float fPrev;
void Start () {
v3Pivot = Camera.main.WorldToScreenPoint (pivot.position);
}
void Update() {
if( !dragging ) {
 if (anglespeed>0 && anglespeed<180)
 {

     length1 = ((anglespeed*2*(Mathf.PI)*GUIMenu.StripeValue)/180);
     speed=length1/Timeperiod;
   }
   else if(anglespeed>180 && anglespeed<=270)
   {
       angles1 = anglespeed-180;
     angles2 = 180-angles1;
       length1 = ((angles2*2*(Mathf.PI)*GUIMenu.StripeValue)/180);
     speed=length1/Timeperiod;
   }
   else if(anglespeed>-90 && anglespeed<0)
   {
     angles1 = anglespeed+90;
       length1 = ((angles1*2*(Mathf.PI)*GUIMenu.StripeValue)/180);
     speed=length1/Timeperiod;
   }

   float f = (Mathf.Sin (fTimer * speed - Mathf.PI / 2.0f) + 1.0f) / 2.0f ;
   v3T.Set (0.0f, 0.0f, Mathf.Lerp(startAngle, endAngle, f));
  pivot.eulerAngles = v3T;
   fTimer += Time.deltaTime;
Timeperiod=(2*(Mathf.PI)*(Mathf.Sqrt(GUIMenu.StripeValue/9.81f)))  ;
   Debug.Log(startAngle+","+endAngle);
   
			
   if (f >= 0.5 && fPrev < 0.5) {
			if(startAngle>endAngle){
				startAngle -=1;
      endAngle +=1;
			count +=1;
			}
			else {
				startAngle = 270;
				endAngle = 270;
				GUIMenu.abo = true;
			}
        }
      fPrev = f;


      }
      }
 
void OnMouseDown() {
dragging = true;
Vector3 v3T = (Vector3)Input.mousePosition - v3Pivot;
angle = Mathf.Atan2 (v3T.y, v3T.x) * Mathf.Rad2Deg;
}
 
void OnMouseDrag() {
Vector3 v3T = (Vector3)Input.mousePosition - v3Pivot;
float angleT = Mathf.Atan2 (v3T.y, v3T.x) * Mathf.Rad2Deg;
angleDiff = Mathf.DeltaAngle(angle, angleT);
pivot.Rotate(new Vector3(0.0f, 0.0f, angleDiff));
angle = angleT;
}
 
void OnMouseUp() {
 
Vector3 v3T = Camera.main.WorldToScreenPoint(transform.position);
v3T = v3T - v3Pivot;
float angle = Mathf.Atan2 (v3T.y, v3T.x) * Mathf.Rad2Deg;
 
Debug.Log (angle);
anglespeed=angle+90; 
if (angle < 0.0f)
angle += 360.0f;
 count = 0;
startAngle = angle;
 
if (angle <= 90.0f) {
endAngle = angle - 2.0f * angle - 180.0f;
}
else if (angle <= 180.0f) {
endAngle = angle + 2.0f * (180.0f - angle) + 180.0f;
}
else if (angle <= 270.0f) {
endAngle = angle + 2.0f * (270.0f - angle);
}
else {
endAngle = angle - 2.0f * (angle - 270.0f);
}
 if(startAngle < endAngle) {
		float temp = startAngle;
		startAngle = endAngle;
		endAngle = temp;
	}
dragging = false;
fTimer = 0.0f;
}
void OnGUI()
{

 GUI.Label (new Rect (Screen.width-(Screen.width/3.5f), 20, 200, 130), " Timeperiod :"+Timeperiod,fontstyle);

 GUI.Label (new Rect (Screen.width-(Screen.width/5), 50, 200, 130), " Count :"+count,fontstyle);} }

And My GUi Code is like this:

using UnityEngine;
using System.Collections;

public class GUIMenu : MonoBehaviour {

public static float StripeValue,bottomValue ;
public GameObject Stripe,Bottom;
public int x ,y;
 public Transform pivot;
 public bool realBool = false;
public  bool OneByFourBool = false;
 public  bool OneBySixteenBool = false;
public GUIStyle fontstyle,pauseStyle,resumeStyle,newfontStyle;
   public Rect windowRect,windowRect1,windowRect3; 
   
public static bool temp=false;
public bool aboutFlag;
public static bool abo = false;

void Start()
{
	x=20;
	y=60;
	StripeValue=20f;
	bottomValue=15;
	windowRect = new Rect(20, 10, 280, 600);
	windowRect1 = new Rect(300, 20, 400, 200);
	windowRect3 = new Rect(Screen.width-(Screen.width/3),Screen.height-300, 400, 200);
}

     void OnGUI()
{  

	if(!temp){
	if(GUI.Button(new Rect(700,50,60,60),"",pauseStyle))
	{ Time.timeScale=0;
			Pendu.stopTimer=true;
			temp=true;
		
	} }
	if(temp)
	{
	if(GUI.Button(new Rect(700,50,60,60),"",resumeStyle))
	{  temp=false;
			Pendu.stopTimer=false;
		Time.timeScale=1;
	}}
	 Stripe. transform.localScale = new Vector3(1,StripeValue/33,1);
	 Bottom. transform.localScale = new Vector3(bottomValue*1.1f,bottomValue/24,bottomValue*1.1f);
	 windowRect = GUI.Window(0, windowRect, DoMyWindow, "");
	if(aboutFlag)
	{
		
	 windowRect1 = GUI.Window(1, windowRect1, DoMyWindow1, "");
	
	}
	if(abo)
	{
	 windowRect3 = GUI.Window(2, windowRect3, DoMyWindow3, "");
	
	}
	
	if(GUI.Button(new Rect(690,523,150,70),"Pendulum Formulas"))
	{
		aboutFlag=true;
	}
	
}
 void DoMyWindow1(int windowID)
{
	GUI.Label(new Rect(60,40,330,40),
		" T=2PI(Sqrt(Length/Gravity))",fontstyle);
	if(GUI.Button(new Rect(160,150,80,30),"OK"))
	{
		aboutFlag=false;
	}
}


void DoMyWindow3(int windowID)
{
	GUI.Label(new Rect(0,0,400,100),
		" S.no  Angle  Timeperiod  Length ",fontstyle);

}



 void DoMyWindow2(int windowID)
{
	
	if(GUI.Button(new Rect(160,150,80,30),"Earth"))
	{
		 
	}
	if(GUI.Button(new Rect(160,150,80,30),"Moon"))
	{
		 
	}
	if(GUI.Button(new Rect(160,150,80,30),"Moon"))
	{
		 
	}
}

 void DoMyWindow(int windowID)
{
	if(GUI.Button(new Rect(90,20,100,40),"Real Time"))
	{
		Pendulum2.speed=1.0f;
	}
	if(GUI.Button(new Rect(90,70,100,40),"1/4 Time"))
	{
		Pendulum2.speed=1.0f/4.0f;
	}
	if(GUI.Button(new Rect(90,120,100,40),"1/16  Time"))
	{
		Pendulum2.speed=1.0f/16.0f;
	}
	
	if(GUI.Button(new Rect(100,310,80,30),"Moon"))
	{
		 Pendu.angle=360;
		Pendu.start=0;
		Pendu.stop=360;
		Pendu.speed=0;
	}
	if(GUI.Button(new Rect(100,350,80,30),"Earth"))
	{
		 Pendu.angle=130;
		Pendu.start=50;
		Pendu.stop=130;
		Pendu.speed=50;
			pivot.transform.localEulerAngles =new Vector3(0,0,270);
	}
	if(GUI.Button(new Rect(100,390,80,30),"Gravity"))
	{
		 Pendu.angle=90;
		Pendu.start=70;
		Pendu.stop=110;
		Pendu.speed=50;
			pivot.transform.localEulerAngles =new Vector3(0,0,270);
	}
	
	
	
	GUI.Label(new Rect(50,175,100,25),"LENGTH",newfontStyle);
	GUI.Label(new Rect(50,240,100,25),"MASS",newfontStyle);
	
	
	
	 StripeValue = GUI.HorizontalSlider ( new Rect(20, 205, 200, 30), StripeValue, 8f, 30.0f);
	 bottomValue = GUI.HorizontalSlider ( new Rect(20, 270, 200, 30), bottomValue, 8f, 30.0f);
	
}}

After completion of total oscilations the pendulum comes into 0 position. on that case i want to pass s.no,angle,time period and length values to that window shown in image. how will i do that. I want every time get that values and updated in to that window.

Please help me.
Thanksyou

Shankar

So your best bet for that would be GUILayout. You create rows and columns and fix the width of the items in them. Presuming your result data is in separate arrays It would look a bit like this (though hopefully its actually in classes):

    GUILayout.BeginVertical("box");
      //Title row
      GUILayout.BeginHorizontal("box");
       //Display the titles
       GUILayout.Label("S.No", "button", GUILayout.Width(120));
       GUILayout.Label("Count", "button", GUILayout.Width(120));
       GUILayout.Label("Length", "button", GUILayout.Width(120));
       GUILayout.Label("Timeperiod", "button", GUILayout.Width(120));
      GUILayout.EndHorizontal();
     //Draw the elements
     for(var i = 0; i < numberOfResults; i++)
     {
          GUILayout.BeginHorizontal();
            GUILayout.Label(i.ToString(), GUILayout.Width(120));
            GUILayout.Label(count*.ToString(), GUILayout.Width(120));*

GUILayout.Label(length*.ToString() + “m”, GUILayout.Width(120));*
//Right justify
GUILayout.BeginHorizontal(GUILayout.Width(120));
GUILayout.FlexibleSpace();
GUILayout.Label(string.Format(“{0:0.00}s”, timePeriod*));*
GUILayout.EndHorizontal();
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();