Example #1
0
    private void CalculatePosition(Vector3 target, ref UIMissionMapPoint mapPoint)
    {
        Vector3 m_Dir     = target - m_WorldOrigin;
        float   mapWidth  = m_MapPointRoot.GetComponent <RectTransform>().sizeDelta.x;
        float   mapHeight = m_MapPointRoot.GetComponent <RectTransform>().sizeDelta.y;

        Vector3 m_Pos = mapPoint.transform.localPosition;

        m_Pos.x = m_Dir.x * mapWidth / m_MapWidth - mapWidth * 0.5f;
        m_Pos.y = m_Dir.z * mapHeight / m_MapHeight - mapHeight * 0.5f;
        mapPoint.transform.localPosition = m_Pos;
    }
Example #2
0
 private void Update()
 {
     foreach (UIMissionMapPoint mapPoint in m_PointList)
     {
         if (Vector3.Distance(mapPoint.transform.position, m_Concentric.transform.position) < 20f)
         {
             m_Target = mapPoint;
             mapPoint.Highlight();
         }
         else
         {
             if (mapPoint == m_Target)
             {
                 m_Target = null;
             }
             mapPoint.Normal();
         }
     }
 }
Example #3
0
    public void AddPointPrefab(GameObject target, eMapPointType type)
    {
        UIMissionMapPoint mapPoint = null;

        switch (type)
        {
        case eMapPointType.MISSIONTOWER:
            mapPoint = Instantiate(m_TowerPointPrefab, m_MapPointRoot);
            mapPoint.Init(target, type);
            break;

        case eMapPointType.SPAWNPOINT:
            mapPoint = Instantiate(m_SpawnPointPrefab, m_MapPointRoot);
            mapPoint.Init(target, type);
            m_PointList.Add(mapPoint);
            break;
        }

        if (mapPoint != null)
        {
            CalculatePosition(target.transform.position, ref mapPoint);
        }
    }