Beispiel #1
0
 // The globe can be moved and scaled at wish
 void ToggleMinimize()
 {
     minimizeState = !minimizeState;
     Camera.main.transform.rotation = Quaternion.Euler(Misc.Vector3zero);
     if (minimizeState)
     {
         map.earthStyle = EARTH_STYLE.Alternate2;
         //map.earthColor = Color.black;
         map.longitudeStepping  = 4;
         map.latitudeStepping   = 40;
         map.showCities         = false;     //MAX!
         map.showCountryNames   = false;
         map.gridLinesColor     = new Color(0.06f, 0.23f, 0.398f);
         map.fitWindowWidth     = false;
         map.fitWindowHeight    = false;
         map.frontiersThinLines = true;
         map.transform.position = Camera.main.transform.position + Vector3.forward * 500f + Vector3.right * 375.0f + Vector3.down * 225.0f;
     }
     else
     {
         map.frontiersThinLines = false;
         map.earthStyle         = EARTH_STYLE.Natural;
         map.longitudeStepping  = 15;
         map.latitudeStepping   = 15;
         map.showCities         = false;     //MAX!
         map.showCountryNames   = true;
         map.gridLinesColor     = new Color(0.16f, 0.33f, 0.498f);
         map.CenterMap();
         map.fitWindowWidth  = true;
         map.fitWindowHeight = true;
     }
 }
Beispiel #2
0
    void Start()
    {
        Screen.SetResolution(1920, 1080, true);
        currentEvent = -1;
        map          = WorldMap2D.instance;
        data         = GlobalTW.instance;
        //data.Init();
        map.CenterMap(); // Center map on the screen

        FactionCount();
        MapChoice(-1);
        EventList.Enqueue(1);
        if (data.countries.player == 0)
        {
            EventList.Enqueue(32);
            EventList.Enqueue(33);
        }
        else if (data.countries.player == 1)
        {
            EventList.Enqueue(34);
            EventList.Enqueue(35);
        }
        nextEvent(false);

        flag.sprite = eventImages[data.countries.player];
        //WriteNewCountryList();
        explain.enabled     = false;
        ExplainText.enabled = false;
        ending = 0;
    }
Beispiel #3
0
    // The globe can be moved and scaled at wish
    void ToggleMinimize()
    {
        minimizeState = !minimizeState;

        Camera.main.transform.position = Vector3.back * 1.1f;
        Camera.main.transform.rotation = Quaternion.Euler(Vector3.zero);
        if (minimizeState)
        {
            map.earthColor        = Color.black;
            map.longitudeStepping = 4;
            map.latitudeStepping  = 40;
            map.showCities        = false;
            map.showCountryNames  = false;
            map.gridLinesColor    = new Color(0.06f, 0.23f, 0.398f);
            map.fitWindowWidth    = false;
            map.fitWindowHeight   = false;
            map.gameObject.transform.localScale = new Vector3(0.4f, 0.2f, 1);
            map.gameObject.transform.position   = new Vector3(0.9f, -0.5f, 0);
        }
        else
        {
            map.gameObject.transform.localScale = new Vector3(200, 100, 0);
            map.CenterMap();
            map.longitudeStepping = 15;
            map.latitudeStepping  = 15;
            map.showCities        = true;
            map.showCountryNames  = true;
            map.gridLinesColor    = new Color(0.16f, 0.33f, 0.498f);
            map.fitWindowWidth    = true;
            map.fitWindowHeight   = true;
        }
    }
Beispiel #4
0
    void Start()
    {
        // Get a reference to the World Map API:
        map = WorldMap2D.instance;

        // UI Setup - non-important, only for this demo
        labelStyle                         = new GUIStyle();
        labelStyle.alignment               = TextAnchor.MiddleCenter;
        labelStyle.normal.textColor        = Color.white;
        labelStyleShadow                   = new GUIStyle(labelStyle);
        labelStyleShadow.normal.textColor  = Color.black;
        buttonStyle                        = new GUIStyle(labelStyle);
        buttonStyle.alignment              = TextAnchor.MiddleLeft;
        buttonStyle.normal.background      = Texture2D.whiteTexture;
        buttonStyle.normal.textColor       = Color.white;
        colorPicker                        = gameObject.GetComponent <ColorPicker> ();
        sliderStyle                        = new GUIStyle();
        sliderStyle.normal.background      = Texture2D.whiteTexture;
        sliderStyle.fixedHeight            = 4.0f;
        sliderThumbStyle                   = new GUIStyle();
        sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("thumb");
        sliderThumbStyle.overflow          = new RectOffset(0, 0, 8, 0);
        sliderThumbStyle.fixedWidth        = 20.0f;
        sliderThumbStyle.fixedHeight       = 12.0f;

        // setup GUI resizer - only for the demo
        GUIResizer.Init(800, 500);

        // Register events: this is optionally but allows your scripts to be informed instantly as the mouse enters or exits a country, province or city

        /*
         * map.OnCityEnter += (int cityIndex) => Debug.Log ("Entered city " + map.cities [cityIndex].name);
         * map.OnCityExit += (int cityIndex) => Debug.Log ("Exited city " + map.cities [cityIndex].name);
         * map.OnCityClick += (int cityIndex) => Debug.Log ("Clicked city " + map.cities [cityIndex].name);
         * map.OnCountryEnter += (int countryIndex, int regionIndex) => Debug.Log ("Entered country " + map.countries [countryIndex].name);
         * map.OnCountryExit += (int countryIndex, int regionIndex) => Debug.Log ("Exited country " + map.countries [countryIndex].name);
         * map.OnCountryClick += (int countryIndex, int regionIndex) => Debug.Log ("Clicked country " + map.countries [countryIndex].name);
         * map.OnProvinceEnter += (int provinceIndex, int regionIndex) => Debug.Log ("Entered province " + map.provinces [provinceIndex].name);
         * map.OnProvinceExit += (int provinceIndex, int regionIndex) => Debug.Log ("Exited province " + map.provinces [provinceIndex].name);
         * map.OnProvinceClick += (int provinceIndex, int regionIndex) => Debug.Log ("Clicked province " + map.provinces [provinceIndex].name);
         */
        map.CenterMap();
    }
Beispiel #5
0
    void Start()
    {
        // Get a reference to the World Map API:
        map = WorldMap2D.instance;

        // UI Setup - non-important, only for this demo
        labelStyle                        = new GUIStyle();
        labelStyle.alignment              = TextAnchor.MiddleCenter;
        labelStyle.normal.textColor       = Color.white;
        labelStyleShadow                  = new GUIStyle(labelStyle);
        labelStyleShadow.normal.textColor = Color.black;

        /*
         * buttonStyle = new GUIStyle (labelStyle);
         *      buttonStyle.alignment = TextAnchor.MiddleLeft;
         *      buttonStyle.normal.background = Texture2D.whiteTexture;
         *      buttonStyle.normal.textColor = Color.white;
         *      colorPicker = gameObject.GetComponent<ColorPicker> ();
         *      sliderStyle = new GUIStyle ();
         *      sliderStyle.normal.background = Texture2D.whiteTexture;
         *      sliderStyle.fixedHeight = 4.0f;
         *      sliderThumbStyle = new GUIStyle ();
         *      sliderThumbStyle.normal.background = Resources.Load<Texture2D> ("thumb");
         *      sliderThumbStyle.overflow = new RectOffset (0, 0, 8, 0);
         *      sliderThumbStyle.fixedWidth = 20.0f;
         *      sliderThumbStyle.fixedHeight = 12.0f;*/

        // setup GUI resizer - only for the demo
        GUIResizer.Init(800, 500);

        map.CenterMap();         // Center map on the screen

//			map.ToggleCountrySurface("Brazil", true, Color.green);
//			map.ToggleCountrySurface(35, true, Color.green);
//			map.ToggleCountrySurface(33, true, Color.green);
//			map.FlyToCountry(33);
//			map.FlyToCountry("Brazil");

//			map.navigationTime = 0;
//			map.FlyToCountry ("India");
    }
Beispiel #6
0
 public void CenterMap()
 {
     map.CenterMap();
     CountryDetail.gameObject.SetActive(true);
 }
Beispiel #7
0
    // Use this for initialization
    void Start()
    {
        map = WorldMap2D.instance;

        map.CenterMap();
    }