void Start() { POINT = GameObject.Find("POINT"); // our load point // Map Loader Component uteMapLoader mapLoader = this.gameObject.GetComponent <uteMapLoader>(); // Load start point, objs/frame, initial obj load count mapLoader.LoadMapAsyncFromPoint(POINT.transform.position, 15, 0); mapLoader.MapOffset = new Vector3(44, 0, 0); mapLoader.LoadMapAsyncFromPoint(POINT.transform.position, 15, 0); mapLoader.MapOffset = new Vector3(-44, 0, 0); mapLoader.LoadMapAsyncFromPoint(POINT.transform.position, 15, 0); mapLoader.MapOffset = new Vector3(-44, 0, 36); mapLoader.LoadMapAsyncFromPoint(POINT.transform.position, 15, 0); mapLoader.MapOffset = new Vector3(-44, 0, -36); mapLoader.LoadMapAsyncFromPoint(POINT.transform.position, 15, 0); mapLoader.MapOffset = new Vector3(44, 0, 36); mapLoader.LoadMapAsyncFromPoint(POINT.transform.position, 15, 0); mapLoader.MapOffset = new Vector3(44, 0, -36); mapLoader.LoadMapAsyncFromPoint(POINT.transform.position, 15, 0); mapLoader.MapOffset = new Vector3(0, 0, 36); mapLoader.LoadMapAsyncFromPoint(POINT.transform.position, 15, 0); mapLoader.MapOffset = new Vector3(0, 0, -36); mapLoader.LoadMapAsyncFromPoint(POINT.transform.position, 15, 0); }
public override void OnInspectorGUI() { GUILayout.Label("Loading in RUNTIME:"); base.OnInspectorGUI(); uteMapLoader myTarget = (uteMapLoader)target; if (myTarget.currentMapIndex != lastSelectedIndex) { lastSelectedIndex = myTarget.currentMapIndex; myTarget.SetMap(mapListOptions[myTarget.currentMapIndex]); } EditorGUILayout.BeginHorizontal(); myTarget.currentMapIndex = EditorGUILayout.Popup("Map to Load: ", myTarget.currentMapIndex, mapListOptions, EditorStyles.popup); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); myTarget.currentOptimizationLevelIndex = EditorGUILayout.Popup("Optimization Level: ", myTarget.currentOptimizationLevelIndex, mapOptimizationLevel, EditorStyles.popup); EditorGUILayout.EndHorizontal(); GUILayout.Label("-------------"); GUILayout.Label("Loading in EDITOR:"); if (GUILayout.Button("Load Map In Editor Scene Now")) { myTarget.LoadMap(); } if (GUILayout.Button("Load Map Bounds")) { myTarget.LoadBounds(); } }