Ejemplo n.º 1
0
        void Start()
        {
            //Prepare entities
            _cityBoundsMesh = new Mesh();

            //The game object will inherit from the canvas !
            //so you need to have a canvas above in the hierarchy
            gameObject.transform.position = new Vector3(0, 0, (float)VisualPlanner.Layers.City);
            _lineRenderer = gameObject.AddComponent <LineRenderer>();

            cityDataConverter = (CityDataConverter)FactoryDataConverter.GetInstance(FactoryDataConverter.AvailableDataManagerTypes.CITY);
            cityDataConverter.Init(Screen.width, Screen.height);

            //Prepare Linerenderer
            _lineRenderer.sortingOrder   = 1;
            _lineRenderer.material       = new Material(Shader.Find("Sprites/Default"));
            _lineRenderer.material.color = Color.blue;
            _lineRenderer.useWorldSpace  = true;
            _lineRenderer.loop           = true;

            _lineRenderer.startWidth = 1f;
            _lineRenderer.endWidth   = 1f;

            //link LineRenderer to Data
            //TODO : Bake when unity is less shitty
            //_lineRenderer.BakeMesh(_cityBoundsMesh, true);

            this.LoadAllVectoredData();
        }
Ejemplo n.º 2
0
        void Start()
        {
            //Prepare entities
            rilDataConverter =
                (RilDataConverter)FactoryDataConverter.GetInstance(FactoryDataConverter.AvailableDataManagerTypes.RIL);
            rilDataConverter.Init(Screen.width, Screen.height);

            rilDataExtrapolator =
                (RilDataExtrapolator)FactoryDataExtrapolator.GetInstance(FactoryDataExtrapolator
                                                                         .AvailableDataExtrapolatorTypes.RIL);
        }
Ejemplo n.º 3
0
        void Start()
        {
            //Prepare entities
            densityDataConverter = (DensityDataConverter)FactoryDataConverter.GetInstance(FactoryDataConverter.AvailableDataManagerTypes.DENSITY);

            densityDataConverter.Init(Screen.width, Screen.height);

            colorBlockShader      = new MaterialPropertyBlock();
            globalmaterialForMesh = new Material(Shader.Find("Customs/InstancedColor"));


            //prepare square to use for GUI
            for (Int16 i = 0; i < scaleGradientDetail; i++)
            {
                Texture2D square = new Texture2D(1, 1);
                square.SetPixel(0, 0, gradientColors[i]);
                square.wrapMode = TextureWrapMode.Repeat;
                square.Apply();

                colorScales[i] = new GUIStyle();
                colorScales[i].normal.background = square;
            }
        }