private void InitializeMap() { if (_constructions == null) { Debug.Log("Null Map"); _constructions = new Dictionary<Vector3, BaseConstructionData>(); _layers = new List<GameObject>(); } else { Debug.Log("Clear Map"); _constructions.Clear(); foreach (GameObject go in _layers) { Destroy(go); } _layers.Clear(); } _gridReference = MainCamera.GetComponent<GridOverlay>(); _gridReference.gridSizeX = gridSizeX; _gridReference.largeStep = gridStepY; _levelCount = gridSizeY / gridStepY; _gridReference.gridSizeZ = gridSizeZ; gridSizeZ = _gridReference.gridSizeZ; for (int i = 0; i < _levelCount; i++) { GameObject layer = Instantiate(LayerPrefab, Vector3.zero, Quaternion.identity) as GameObject; layer.GetComponent<TileMapMouse>().selectionCube = CubeHighlight.transform; layer.transform.parent = transform; layer.transform.position = new Vector3(transform.position.x, transform.position.y + (i * gridStepY + gridStepY), transform.position.z + gridSizeZ); _layers.Add(layer); if (i != currentLayer) { layer.SetActive(false); } MainCamera.GetComponent<GridOverlay>().offsetY = gridStepY * currentLayer + transform.position.y; } }
public GridOverlay PresentGridOverlay(string category, int id, Color color, Color selectedColor, PathNode[] destinations) { if (overlays == null) { overlays = new Dictionary <string, Dictionary <int, Overlay> >(); } if (!overlays.ContainsKey(category)) { overlays[category] = new Dictionary <int, Overlay>(); } else if (overlays[category].ContainsKey(id)) { Overlay existing = overlays[category][id]; if (existing is GridOverlay) { return(existing as GridOverlay); } Debug.LogError("Expected grid overlay, but got " + existing + " for cat " + category + " and id " + id); return(null); } GameObject go = new GameObject(); go.transform.parent = this.transform; GridOverlay ov = go.AddComponent <GridOverlay>(); ov.destinations = destinations; ov.color = color; ov.selectedColor = selectedColor; ov.category = category; ov.identifier = id; overlays[category][id] = ov; return(ov); }
public void DrawTree(GridOverlay gridOverlay) { if (TotalChildren > 0) { //Debug.Log(" Center : " + Center + " HalfWidth :" + HalfWidth); ///Debug.Log(" _CurrentDepth : " + _CurrentDepth + " HalfWidth :" + HalfWidth); //Debug.Log(" _TotalChildren : " + _TotalChildren + "_CurrentDepth" + _CurrentDepth); //Debug.Log(" sQuarterDiagonal : " + sQuarterDiagonal); for (int i = 0; i < 8; ++i) { if (_Nodes.ContainsKey(i)) { _Nodes[i].DrawTree(gridOverlay); gridOverlay.DrawLinePQ(Center, _Nodes[i].Center); } } //Debug.Log(" _Children : " + _Children.Count + " Depth : " + _CurrentDepth); foreach (GameObject child in _Children) { //Debug.Log("center : " + Center + "child.transform.position : " + child.transform.position); gridOverlay.DrawLinePQ(Center, child.transform.position); } } }
private void Awake() { if (instanse == null) { instanse = this; } }
// Use this for initialization void Start() { transform.position = new Vector3(0, 0, -10f); overlay = GetComponent <GridOverlay>(); distance = new Vector3(0, 0, -8f); //distance = transform.localPosition.z; }
private void SetOverlayTransform(Vector3 Size, Vector3 Center, float ForcedY, GridOverlay gridOverlay) { gridOverlay.gridSizeX = Size.x; gridOverlay.gridSizeY = 0f; gridOverlay.gridSizeZ = Size.z; gridOverlay.startX = Center.x; gridOverlay.startY = ForcedY; gridOverlay.startZ = Center.z; }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } }
public void ShowSelectedNodesInGrid(NodeGridPosition GridPos, GridOverlay gridOverlay) { if (Grid.Instance.CheckIfOutOfBounds(GridPos) || !BuildMode) { return; } SelectedOverlay.showMain = true; float radius = Grid.Instance.nodeRadius; Vector3 center = Grid.GetWorldPointFromNodeGridPosition(GridPos) - Vector3.one * radius; SetOverlayTransform(Vector3.one * radius * 2, center, 0f, gridOverlay); }
// toggles the grid on and of, doesn't effect the snapping public void GridToggle(Toggle t) { SoundManager.ButtonClicked(); if (!UIObjectPreferences.menuOpen) { if (t.isOn) { GridOverlay.Active(true); } else { GridOverlay.Active(false); } } }
void Start() { DontDestroyOnLoad(this); grid = FindObjectOfType <Grid> (); gridOverlay = FindObjectOfType <GridOverlay> (); chatText = FindObjectsOfType <ChatText> ().First(x => x.name == "ChatText"); verticalConstraint = FindObjectOfType <VerticalConstraint> (); Client = FindObjectOfType <Client> (); Client.ThrowGameplayEvent += ReceiveFromClient; //temporary, eventually hotbar slots will be defined dynamically hotbar[0] = "Sculpture"; }
// Update is called once per frame void Start() { _overlay = Hierarchy.GetComponentWithTag <GridOverlay>("MainCamera"); gridWidth = _overlay.gridSizeX; gridHeight = _overlay.gridSizeZ; tileWidth = webcamWidth / gridWidth; tileHeight = webcamHeight / gridHeight; for (int i = 0; i < gridWidth; i++) { for (int j = 0; j < gridHeight; j++) { tiles.Add(new Vector2(i, j), new GridTile(i, j)); } } }
protected override void LoadContent() { RenderHelper.Init(GraphicsDevice); _camera = new Camera(); _grid = new GridOverlay(); _spotMap = new SpatialMap <WireSpot>(80); _grid.Size = new Vector2(_spotMap.CellSize); _wireRenderer = new WireRenderer(); WireGenerator.DefaultSpotDensity = 10; //_wire = WireGenerator.MakeCircle(new Vector2(350, 250), 200); _wire = WireGenerator.MakeRandomPath(new Vector2(50, 200), 0, 500, 50, 0, .5f); _player = new Player(_wire); base.LoadContent(); }
// Use this for initialization void Start() { //Initialize all the variables if (!(world == null || menu == null || userui == null || grid == null)) { return; } if (GetComponent <MenuScript>() == null) { menu = gameObject.AddComponent <MenuScript>(); } if (GetComponent <UserUI>() == null) { userui = gameObject.AddComponent <UserUI>(); } if (GetComponent <ResourceUI>() == null) { resourceui = gameObject.AddComponent <ResourceUI>(); } if (GetComponent <Builder>() == null) { builder = gameObject.AddComponent <Builder>(); } if (GetComponent <ClickScript>() == null) { click = gameObject.AddComponent <ClickScript>(); } if (grid == null) { grid = FindObjectOfType <CameraScript>() != null?FindObjectOfType <CameraScript>().overlay : null; } if (world == null) { world = FindObjectOfType <World>(); } if (camera == null) { camera = Camera.main; } #if UNITY_ANDROID if (camerascript == null) { camerascript = FindObjectOfType <CameraScript>(); } #endif }
public void DrawPartitions(GridOverlay gridOverlay) { if (TotalChildren >= SMaxChildren) { //Debug.Log(" Center : " + Center + " HalfWidth :" + HalfWidth); ///Debug.Log(" _CurrentDepth : " + _CurrentDepth + " HalfWidth :" + HalfWidth); //Debug.Log(" _TotalChildren : " + _TotalChildren + "_CurrentDepth" + _CurrentDepth); //Debug.Log(" sQuarterDiagonal : " + sQuarterDiagonal); gridOverlay.DrawPartitioners(Center, HalfWidth); for (int i = 0; i < 8; ++i) { if (_Nodes.ContainsKey(i)) { _Nodes[i].DrawPartitions(gridOverlay); } } } }
/*public void ShowSelectedNodesInGrid(List<NodeGridPosition> nodes, GridOverlay gridOverlay) * { * if (nodes == null || nodes.Count <= 0 || !BuildMode) * return; * else if (nodes.Count == 1) * ShowSelectedNodesInGrid(nodes[0], gridOverlay); * * * gridOverlay.showMain = true; * * float Lenght = nodes.Count * grid.nodeRadius * 2f; * float width = grid.nodeRadius * 2f; * * Vector3 size; * Vector3 center; * * Node n1 = nodes[0]; * Node n2 = nodes[nodes.Count - 1]; * * float differenceX = Mathf.Abs(n2.GridPos.x - n1.GridPos.x); * float differenceY = Mathf.Abs(n2.GridPos.y - n1.GridPos.y); * * if (differenceX > differenceY) * { * size = new Vector3(Lenght, 0f, width); * } * else * { * size = new Vector3(width, 0f, Lenght); * } * * center = new Vector3((n1.WorldPosition.x + n2.WorldPosition.x - size.x) / 2f, 0f, (n1.WorldPosition.z + n2.WorldPosition.z - size.z) / 2f); * * * * gridOverlay.gridSizeX = size.x; * gridOverlay.gridSizeY = 0; * gridOverlay.gridSizeZ = size.z; * * gridOverlay.startX = center.x; * gridOverlay.startY = 0f; * gridOverlay.startZ = center.z; * } * * public void ShowSelectedNodesInGrid(List<NodeGridPosition> nodes) * { * if (nodes == null || nodes.Count <= 0 || !BuildMode) * return; * * else if (nodes.Count == 1) * { * ShowSelectedNodesInGrid(nodes[0]); * return; * } * * * SelectedOverlay.showMain = true; * * float Lenght = nodes.Count * grid.nodeRadius * 2f; * float width = grid.nodeRadius * 2f; * * Vector3 size; * Vector3 center; * * Node n1 = nodes[0]; * Node n2 = nodes[nodes.Count - 1]; * * float differenceX = Mathf.Abs(n2.GridPos.x - n1.GridPos.x); * float differenceY = Mathf.Abs(n2.GridPos.y - n1.GridPos.y); * * if (differenceX > differenceY) * { * size = new Vector3(Lenght, 0f, width); * } * else * { * size = new Vector3(width, 0f, Lenght); * } * * center = new Vector3((n1.WorldPosition.x + n2.WorldPosition.x - size.x) / 2f, 0f, (n1.WorldPosition.z + n2.WorldPosition.z - size.z) / 2f); * * SetSelectedOverlayTransform(size, center, 0f); * } */ public void ShowSelectedNodesInGrid(List <NodeGridPosition> GridPos, GridOverlay gridOverlay) { if (GridPos == null || GridPos.Count <= 0 || !BuildMode) { return; } else if (GridPos.Count == 1) { ShowSelectedNodesInGrid(GridPos[0]); return; } gridOverlay.showMain = true; float Lenght = GridPos.Count * Grid.Instance.nodeRadius * 2f; float width = Grid.Instance.nodeRadius * 2f; Vector3 size; Vector3 center; NodeGridPosition n1GridPos = GridPos[0]; NodeGridPosition n2GridPos = GridPos[GridPos.Count - 1]; float differenceX = Mathf.Abs(n2GridPos.x - n1GridPos.x); float differenceY = Mathf.Abs(n2GridPos.y - n1GridPos.y); if (differenceX > differenceY) { size = new Vector3(Lenght, 0f, width); } else { size = new Vector3(width, 0f, Lenght); } Vector3 n1WorldPos = Grid.GetWorldPointFromNodeGridPosition(n1GridPos); Vector3 n2WorldPos = Grid.GetWorldPointFromNodeGridPosition(n2GridPos); center = new Vector3((n1WorldPos.x + n2WorldPos.x - size.x) / 2f, 0f, (n1WorldPos.z + n2WorldPos.z - size.z) / 2f); SetOverlayTransform(size, center, 0f, gridOverlay); }
// Use this for initialization void Start() { ParticleMove.mainInst = this; SetStart(); _Particles = new List <GameObject>(); _Vertices = new List <GameObject>(); _GridOverlay = GLCamera.GetComponent <GridOverlay>(); _KeyboardCameraControl = GLCamera.GetComponent <KeyboardCameraControl>(); _GridOverlay._MainInstance = this; CubeCenter = _GridOverlay.CubeCenter; CubeWidth = _GridOverlay.CubeDimension; //RootOcTree = new Octree(CubeCenter, CubeWidth, _FParticleRadius); RootOcTree = null; float _FParticleRadius = ParticlePrefab.gameObject.transform.GetChild(0).GetComponent <SpriteRenderer>().bounds.size.x / 2; _VParticleRadius = new Vector3(_FParticleRadius, _FParticleRadius, _FParticleRadius); TextBoxCurrentMaxDepth.text = "Depth : " + Octree.SMaxDepthToStopAt; TextBoxCurrentSplitAt.text = "Split after : " + Octree.SMaxChildren; InputMaxDepth.text = Octree.SMaxDepthToStopAt.ToString(); InputMaxSplitAt.text = Octree.SMaxChildren.ToString(); ParticlePrefab.transform.GetChild(2).gameObject.SetActive(_ShowTextMesh); ParticlePrefab.transform.GetChild(3).gameObject.SetActive(_ShowTextMesh); }
private void showOverlay(GridOverlay toShow) { menuGridOverlay.Visibility = toShow == GridOverlay.menu ? Visibility.Visible : Visibility.Hidden; settingsGridOverlay.Visibility = toShow == GridOverlay.settings ? Visibility.Visible : Visibility.Hidden; }
// Use this for initialization void Start () { overlay = this.GetComponent<GridOverlay>(); REF = this; }
// Use this for initialization void Start () { overlay = this.GetComponent<GridOverlay>(); REF = this; terrain = GameObject.FindGameObjectWithTag("Terrain").GetComponent<Terrain>(); }
public void toggleState() { GridOverlay gridOverlay = gameObject.GetComponent <GridOverlay>(); gridOverlay.enabled = !gridOverlay.enabled; //this changes the state from on to off and vice-versa }