void Start() { // Get a reference to the World Map API: map = WMSK.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; // 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.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.FlyToCountry("France", 3, 0.05f); }
void Start() { // Get a reference to the World Map API: map = WMSK.instance; // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); // Get list of European countries europeanCountries = new List <Country>(); for (int k = 0; k < map.countries.Length; k++) { Country country = map.countries[k]; if (country.continent.Equals("Europe")) { europeanCountries.Add(country); // Distribute countries between 2 players if (country.center.x < 0.04f) { country.attrib["player"] = 1; } else { country.attrib["player"] = 2; } } } // Colors player1Color = new Color(1, 0.5f, 0, 0.65f); player2Color = new Color(0, 0.5f, 1, 0.65f); // On map click listener map.OnClick += (float x, float y) => { if (enableToggleOwnership) { ChangeCountryOwnerShip(x, y); } else if (enableClickToMoveTank) { MoveTankWithPathFinding(new Vector2(x, y)); } }; // Setup map rect map.windowRect = new Rect(-0.0587777f, 0.1964018f, 0.1939751f, 0.1939751f); map.SetZoomLevel(0.1939751f); map.CenterMap(); // Paint countries PaintCountries(); // Drop our tester tank DropTankOnCity(); // Enable custom pathfinding matrix (we'll setup this matrix when moving the unit) map.pathFindingEnableCustomRouteMatrix = true; }
void Start() { StartHackerspaces(); // 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); // Some example commands below // 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; // jump instantly to next country // map.FlyToCountry ("India"); /* 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) => { OnCityClickHackerspaces(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); }
void Start() { // 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; // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); }
void Start() { // Get a reference to the World Map API: map = WMSK.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> ("GUI/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.OnCellEnter += (int cellIndex) => Debug.Log("Entered cell #" + cellIndex + " at row " + map.cells[cellIndex].row + ", column " + map.cells[cellIndex].column); map.OnCellExit += (int cellIndex) => Debug.Log("Exited cell #" + cellIndex + " at row " + map.cells[cellIndex].row + ", column " + map.cells[cellIndex].column); map.OnCellClick += (int cellIndex) => { int row = map.cells[cellIndex].row; int col = map.cells[cellIndex].column; Debug.Log("Clicked cell #" + cellIndex + " at row " + row + ", column " + col + ", center = " + map.cells[cellIndex].center); if (enableFadeOut) { FadeOutCells(row, col); } }; map.SetZoomLevel(0.3f); map.showGrid = true; cellsCount = map.gridColumns; map.FlyToCountry("Spain", 0, 0.17f); }
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(); }
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"); }
float timeOfDay = 0.0f; // in hours (0-23.99) void Start() { // Get a reference to the World Map API: map = WMSK.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; sliderStyle = new GUIStyle(); sliderStyle.normal.background = Texture2D.whiteTexture; sliderStyle.fixedHeight = 4.0f; sliderThumbStyle = new GUIStyle(); sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("GUI/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(); // Instantiate game object and position it instantly over the city GameObject tower = Instantiate(Resources.Load <GameObject> ("Tower/Tower")); Vector2 position = map.GetCity("Lhasa", "China").unity2DLocation; tower.WMSK_MoveTo(position); // Zoom in map.FlyToLocation(position, 1f, 0.1f); }
void Start() { // Get a reference to the World Map API: map = WMSK.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; // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); map.OnClick += (float x, float y) => { if (enableAddTowerOnClick) { AddTowerAtPosition(x, y); } else if (enableClickToMoveTank) { MoveTankWithPathFinding(new Vector2(x, y)); } else if (enableClickToMoveShip) { // as ship has terrainCapability set to Water we just need to call one function to make it go over there along an optimal path ship.MoveTo(new Vector2(x, y), 0.1f); } }; map.CenterMap(); }
void Start() { // Get a reference to the World Map API: map = WMSK.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; sliderStyle = new GUIStyle(); sliderStyle.normal.background = Texture2D.whiteTexture; sliderStyle.fixedHeight = 4.0f; sliderThumbStyle = new GUIStyle(); sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("GUI/thumb"); sliderThumbStyle.overflow = new RectOffset(0, 0, 8, 0); sliderThumbStyle.fixedWidth = 20.0f; sliderThumbStyle.fixedHeight = 12.0f; // Prepare line texture lineMaterialAerial = Instantiate(Resources.Load <Material>("PathLine/aerialPath")); lineMaterialGround = Instantiate(Resources.Load <Material>("PathLine/groundPath")); // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); // plug our mouse click listener - it will be used to move the tank to target destination map.OnClick += (float x, float y) => { if (enableClickToMoveTank) { MoveTankWithPathFinding(new Vector2(x, y)); } }; // plug our mouse move listener - it received the x,y map position of the mouse map.OnMouseMove += (float x, float y) => { // while tank is moving avoid showing paths if (tank.isMoving) { return; } // if show linear path is enabled, then just show a straight (or curved line if arc elevation is specified) from tank to destination if (showLinearPath) { UpdateLinearPathLine(x, y); } else { // show route path is enabled, then we'll compute the path and draw a line that pass through those points UpdateRoutePathLine(x, y); } }; map.CenterMap(); // Drop the tank on the Tibet DropTankOnCity(); // Vector2 paris = map.GetCity("Paris", "France").unity2DLocation; // Vector2 madrid = map.GetCity("Madrid", "Spain").unity2DLocation; // Vector2 mid = (paris + madrid) * 0.5f; // pathLine = map.AddLine(paris, madrid, lineMaterialAerial, 2, 0.1f); // pathLine.dashInterval = 0.001f; // pathLine.dashAnimationDuration = 1f; // // map.FlyToLocation(mid, 0.0f, 0.1f); }