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);
    }
Example #2
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();
        }
    }