Example #1
0
        /// <summary>
        /// Illustrates how to add custom markers over the globe using the AddMarker API.
        /// In this example a building prefab is added to a random city (see comments for other options).
        /// </summary>
        void AddMarkerGameObjectOnRandomCity()
        {
            // Every marker is put on a spherical-coordinate (assuming a radius = 0.5 and relative center at zero position)
            Vector3 sphereLocation;

            // Add a marker on a random city
            City city = map.cities [Random.Range(0, map.cities.Count)];

            sphereLocation = city.unitySphereLocation;

            // or... choose a city by its name:
            //		int cityIndex = map.GetCityIndex("Moscow");
            //		sphereLocation = map.cities[cityIndex].unitySphereLocation;

            // or... use the centroid of a country
            //		int countryIndex = map.GetCountryIndex("Greece");
            //		sphereLocation = map.countries[countryIndex].center;

            // Send the prefab to the AddMarker API setting a scale of 0.02f (this depends on your marker scales)
            GameObject building = Instantiate(Resources.Load <GameObject> ("Building/Building"));

            map.AddMarker(building, sphereLocation, 0.02f);


            // Fly to the destination and see the building created
            map.FlyToLocation(sphereLocation);

            // Optionally add a blinking effect to the marker
            MarkerBlinker.AddTo(building, 4, 0.2f);
        }
Example #2
0
        void AddMarkerUnitAtMouseCurser()
        {
            Vector3 cartesianLocation = map.cursorLocation; //returns cartesian coords

            GameObject unit = Instantiate(Resources.Load("Prefabs/Unit") as GameObject);

            map.AddMarker(unit, cartesianLocation, 0.01f);
            map.FlyToLocation(cartesianLocation);
        }
Example #3
0
        // Use this for initialization
        void Start()
        {
            float  selected_latitude  = 40.71f;
            float  selected_longitude = -74f;
            Sprite selected_sprite    = Resources.Load <Sprite>("NewYork");

            WorldMapGlobe map = WorldMapGlobe.instance;

            map.calc.fromLatDec = selected_latitude;
            map.calc.fromLonDec = selected_longitude;
            map.calc.fromUnit   = UNIT_TYPE.DecimalDegrees;
            map.calc.Convert();
            Vector3 sphereLocation = map.calc.toSphereLocation;

            // Create sprite
            GameObject     destinationSprite = new GameObject();
            SpriteRenderer dest_sprite       = destinationSprite.AddComponent <SpriteRenderer>();

            dest_sprite.sprite = selected_sprite;

            // Add sprite billboard to the map with custom scale, billboard mode and little bit elevated from surface (to prevent clipping with city spots)
            map.AddMarker(destinationSprite, sphereLocation, 0.02f, true, 0.1f);

            // Add click handlers
            destinationSprite.AddComponent <SpriteClickHandler>();

            // Locate it on the map
            map.FlyToLocation(sphereLocation);
            map.autoRotationSpeed = 0f;
        }
        void Start()
        {
            // Listen to map clicks
            map          = WorldMapGlobe.instance;
            map.OnClick += (Vector3 sphereLocation, int mouseButtonIndex) => map.AddMarker(MARKER_TYPE.CIRCLE_PROJECTED, sphereLocation, kmRadius, ringWidthStart, ringWidthEnd, Color.green);

            // Straight the globe preserving current center -- totally optional and has nothing to do with markers
            map.StraightenGlobe();

            // UI Setup - non-important, only for this demo
            GUIResizer.Init(800, 500);

            labelStyle = new GUIStyle();
            labelStyle.normal.textColor = Color.white;
            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> ("thumb");
            sliderThumbStyle.overflow          = new RectOffset(0, 0, 8, 0);
            sliderThumbStyle.fixedWidth        = 20.0f;
            sliderThumbStyle.fixedHeight       = 12.0f;
        }
Example #5
0
        public bool IntantiatePlayer(Cell startCell)
        {
            GameObject playerObject = Instantiate(playerPrefab);

            if (playerObject == null)
            {
                errorHandler.ReportError("Player instantiation failed", ErrorState.restart_scene);
                return(false);
            }
            PlayerCharacter = playerObject.GetComponent(typeof(IPlayerCharacter)) as IPlayerCharacter;
            if (PlayerCharacter == null)
            {
                errorHandler.ReportError("Player component missing", ErrorState.close_application);
                return(false);
            }
            try
            {
                PlayerCharacter.CellLocation = startCell;
                PlayerCharacter.Latlon       = startCell.latlon;
                Vector3 startingLocation = startCell.sphereCenter;
                PlayerCharacter.VectorLocation = startingLocation;
                float playerSize = PlayerCharacter.Size;
                worldMapGlobe.AddMarker(playerObject, startingLocation, playerSize, false, 0.0f, true, true);
                startCell.occupants.Add(PlayerCharacter);
                return(true);
            }
            catch
            {
                errorHandler.ReportError("Invalid start cell for player", ErrorState.restart_scene);
                return(false);
            }
        }
Example #6
0
        /// <summary>
        /// Moves the gameobject obj onto the globe at the path given by latlon array and progress factor.
        /// </summary>
        /// <param name="obj">Object.</param>
        /// <param name="progress">Progress expressed in 0..1.</param>
        public void MoveTo(float progress)
        {
            currentProgress = progress;  //This seems pointless
            if (latlonIndex < 0 || (latlonIndex + 1) > latLon.Count)
            {
                errorHandler.ReportError("Attempting to move beyond latlon range", ErrorState.close_window);
                return;
            }
            try
            {
                Vector3 pos0 = Conversion.GetSpherePointFromLatLon(latLon[latlonIndex]);
                Vector3 pos1 = Conversion.GetSpherePointFromLatLon(latLon[latlonIndex + 1]);
                Vector3 pos  = Vector3.Lerp(pos0, pos1, progress);
                pos = pos.normalized * 0.5f;
                float playerSize = AnimatedObject.Size;
                worldMapGlobe.AddMarker(gameObject, pos, playerSize, false);

                // Make it look towards destination
                Vector3 dir  = (pos0 - pos1).normalized;
                Vector3 proj = Vector3.ProjectOnPlane(dir, pos0);
                transform.LookAt(worldMapGlobe.transform.TransformPoint(proj + pos0), worldMapGlobe.transform.transform.TransformDirection(pos0));
            }
            catch (System.Exception ex)
            {
                errorHandler.CatchException(ex, ErrorState.close_window);
            }
        }
        /// <summary>
        /// Moves the gameobject obj onto the globe at the path given by latlon array and progress factor.
        /// </summary>
        /// <param name="obj">Object.</param>
        /// <param name="progress">Progress expressed in 0..1.</param>
        public void MoveTo(float progress)
        {
            // Iterate again until we reach progress
            int   steps = latLon.Count;
            float acum = 0, acumPrev = 0;

            for (int k = 0; k < steps - 1; k++)
            {
                acumPrev = acum;
                acum    += stepLengths[k] / totalLength;
                if (acum > progress)
                {
                    // This is the step where "progress" is contained.
                    if (k > 0)
                    {
                        progress = (progress - acumPrev) / (acum - acumPrev);
                    }
                    Vector3 pos0 = Conversion.GetSpherePointFromLatLon(latLon[k]);
                    Vector3 pos1 = Conversion.GetSpherePointFromLatLon(latLon[k + 1]);
                    Vector3 pos  = Vector3.Lerp(pos0, pos1, progress);
                    pos = pos.normalized * 0.5f;
                    map.AddMarker(gameObject, pos, 0.01f, false);
                    map.FlyToLocation(pos, 2f);
                    break;
                }
            }
        }
Example #8
0
        void Start()
        {
            labelStyle = new GUIStyle();
            labelStyle.normal.textColor = Color.white;
            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> ("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);

            // Get map instance to Globe API methods
            map         = WorldMapGlobe.instance;
            map.OnDrag += ClearFoW;

            // Load prefab
            GameObject tower = Resources.Load <GameObject>("Tower/Tower");

            // Colorize some countries
            for (int colorizeIndex = 0; colorizeIndex < map.countries.Length; colorizeIndex++)
            {
                Country country = map.countries[colorizeIndex];
                if (country.continent.Equals("Europe"))
                {
                    // Color country surface
                    Color color = new Color(UnityEngine.Random.Range(0.0f, 1.0f), UnityEngine.Random.Range(0.0f, 1.0f), UnityEngine.Random.Range(0.0f, 1.0f), 0.2f);
                    map.ToggleCountrySurface(country.name, true, color);

                    // Clear fog around the country
                    map.SetFogOfWarAlpha(country, 0, 0.1f);

                    // Add a random moving sphere for this country
                    GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                    obj.transform.SetParent(map.transform, false);
                    obj.transform.localScale    = Vector3.one * 0.02f;
                    obj.transform.localPosition = country.sphereCenter;
                    obj.AddComponent <AnimateSphereAround>();
                    // Set a random color for the sphere
                    obj.GetComponent <Renderer>().material.color = new Color(Random.value, Random.value, Random.value);

                    // Add a tower on the center of the country
                    GameObject thisTower = Instantiate(tower);
                    map.AddMarker(thisTower, country.sphereCenter, 0.15f, false, 0, true);
                }
            }

            // Center on Paris
            map.FlyToCity(map.GetCity("France", "Paris"));
        }
Example #9
0
        public void addMarker(TweetObject tweet)
        {
            GameObject cube           = GameObject.CreatePrimitive(PrimitiveType.Cube);
            Vector3    sphereLocation = Conversion.GetSpherePointFromLatLon(new Vector2(tweet.getTweetLat(), tweet.getTweetLong()));

            //GameObject obj = map.AddMarker(MARKER_TYPE.CIRCLE, sphereLocation, kmRadius, ringWidthStart, ringWidthEnd, Color.green);
            map.AddMarker(cube, sphereLocation, 0.001f);

            tweet.setGameObject(cube);
        }
        /// <summary>
        /// Illustrates how to add custom markers over the globe using the AddMarker API.
        /// In this example a building prefab is added to a random city (see comments for other options).
        /// </summary>
        void AddMarkerGameObjectOnRandomCity()
        {
            // Every marker is put on a spherical-coordinate (assuming a radius = 0.5 and relative center at zero position)
            Vector3 sphereLocation;

            // Add a marker on a random city
            City city = map.cities [Random.Range(0, map.cities.Count)];

            sphereLocation = city.unitySphereLocation;

            // or... choose a city by its name:
//		int cityIndex = map.GetCityIndex("Moscow");
//		sphereLocation = map.cities[cityIndex].unitySphereLocation;

            // or... use the centroid of a country
//		int countryIndex = map.GetCountryIndex("Greece");
//		sphereLocation = map.countries[countryIndex].center;

            // or... use a custom location lat/lon. Example put the building over New York:
//		map.calc.fromLatDec = 40.71f;	// 40.71 decimal degrees north
//		map.calc.fromLonDec = -74.00f;	// 74.00 decimal degrees to the west
//		map.calc.fromUnit = UNIT_TYPE.DecimalDegrees;
//		map.calc.Convert();
//		sphereLocation = map.calc.toSphereLocation;

            // Send the prefab to the AddMarker API setting a scale of 0.02f (this depends on your marker scales)
            GameObject building = Instantiate(Resources.Load <GameObject> ("Building/Building"));

            map.AddMarker(building, sphereLocation, 0.02f);


            // Fly to the destination and see the building created
            map.FlyToLocation(sphereLocation);

            // Optionally add a blinking effect to the marker
            MarkerBlinker.AddTo(building, 4, 0.2f);
        }
 void UpdateRectangle(bool finishSelection)
 {
     if (map == null)
     {
         return;
     }
     if (quad != null)
     {
         DestroyImmediate(quad);
     }
     quad = map.AddMarker(MARKER_TYPE.QUAD, startPos, endPos, fillColor, borderColor, borderWidth);
     if (callback != null)
     {
         callback(startPos, endPos, finishSelection);
     }
 }
Example #12
0
        void AddPanel()
        {
            // If previous panel exists, destroy it
            if (currentPanel != null)
            {
                Destroy(currentPanel);
            }

            // Instantiate panel
            currentPanel = Instantiate <GameObject> (prefab);

            // Update panel texts
            Text countryName, provinceName, cityName, population;

            countryName  = currentPanel.transform.Find("Panel/RowCountry/CountryName").GetComponent <Text> ();
            provinceName = currentPanel.transform.Find("Panel/RowProvince/ProvinceName").GetComponent <Text> ();
            cityName     = currentPanel.transform.Find("Panel/RowCity/CityName").GetComponent <Text> ();
            population   = currentPanel.transform.Find("Panel/RowCityData1/CityData1Value").GetComponent <Text> ();

            // Gets a random city and populate data
            int  cityIndex = Random.Range(0, map.cities.Count - 1);
            City city      = map.GetCity(cityIndex);

            cityName.text     = city.name;
            population.text   = city.population.ToString();
            countryName.text  = map.GetCityCountryName(cityIndex);
            provinceName.text = map.GetCityProvinceName(cityIndex);

            // Position the canvas over the globe
            float   distaceToGlobeCenter = 1.2f;
            Vector3 worldPos             = map.transform.TransformPoint(city.unitySphereLocation * distaceToGlobeCenter);

            currentPanel.transform.position = worldPos;

            // Draw a circle around the city
            map.AddMarker(MARKER_TYPE.CIRCLE_PROJECTED, city.unitySphereLocation, 100, 0.8f, 1f, Color.green);

            // Parent the panel to the globe so it rotates with it
            currentPanel.transform.SetParent(map.transform, true);

            // Finally fly to city to show the panel
            map.FlyToCity(cityIndex, 2f);
        }
        public override void OnCellClick(int index)
        {
            if (worldMapGlobe.cells[index].tag == null)
            {
                //Create Resort
                var resortPrefab = Resources.Load <GameObject>("Prefabs/Selectables/Resort");
                var resortObject = Instantiate(resortPrefab);

                Resort resortComponent = resortObject.GetComponent(typeof(Resort)) as Resort;
                worldMapGlobe.AddMarker(resortObject, worldMapGlobe.cells[index].sphereCenter, 0.01f, false, 0.0f, true, true);

                Deselect();

                //Remove Resort from Inventory
                inventoryUI.RemoveItem(InventoryLocation);
            }
            else
            {
                //Cell Occupied
                Deselect();
            }
        }
Example #14
0
        void Start()
        {
            float latitude  = 40.71f;
            float longitude = -74f;

            WorldMapGlobe map            = WorldMapGlobe.instance;
            Vector3       sphereLocation = Conversion.GetSpherePointFromLatLon(latitude, longitude);

            // Create sprite
            destinationSprite = new GameObject();
            SpriteRenderer dest_sprite = destinationSprite.AddComponent <SpriteRenderer> ();

            dest_sprite.sprite = Resources.Load <Sprite> ("NewYork");

            // Add sprite billboard to the map with custom scale, billboard mode and little bit elevated from surface (to prevent clipping with city spots)
            map.AddMarker(destinationSprite, sphereLocation, 0.02f, true, 0.1f);

            // Add click handlers
            destinationSprite.AddComponent <SpriteClickHandler> ();

            // Locate it on the map
            map.FlyToLocation(sphereLocation, 4f, 0.4f);
            map.autoRotationSpeed = 0f;
        }
        /// <summary>
        /// Moves the gameobject obj onto the globe at the path given by latlon array and progress factor.
        /// </summary>
        /// <param name="obj">Object.</param>
        /// <param name="progress">Progress expressed in 0..1.</param>
        public void MoveTo(float progress)
        {
            currentProgress = progress;

            // Iterate again until we reach progress
            int   steps = latLon.Count;
            float acum = 0, acumPrev = 0;

            for (int k = 0; k < steps - 1; k++)
            {
                acumPrev = acum;
                acum    += stepLengths [k] / totalLength;
                if (acum > progress)
                {
                    // This is the step where "progress" is contained.
                    if (k > 0)
                    {
                        progress = (progress - acumPrev) / (acum - acumPrev);
                    }
                    Vector3 pos0 = Conversion.GetSpherePointFromLatLon(latLon [k]);
                    Vector3 pos1 = Conversion.GetSpherePointFromLatLon(latLon [k + 1]);
                    Vector3 pos  = Vector3.Lerp(pos0, pos1, progress);
                    pos = pos.normalized * 0.5f;
                    map.AddMarker(gameObject, pos, 0.01f, false);

                    // Make it look towards destination
                    Vector3 dir  = (pos1 - pos0).normalized;
                    Vector3 proj = Vector3.ProjectOnPlane(dir, pos0);
                    transform.LookAt(map.transform.TransformPoint(proj + pos0), map.transform.transform.TransformDirection(pos0));

                    // Follow object
                    map.FlyToLocation(pos, 0f);
                    break;
                }
            }
        }
        public bool InstantiateCulturalLandmark(MountPoint mountPoint)
        {
            if (!started)
            {
                Start();
            }

            string mountPointName = mountPoint.name;

            if (mountPointName == null)
            {
                errorHandler.ReportError("Cultural mount point name missing", ErrorState.close_window);
                return(false);
            }

            string tempName = mountPointName.Replace("The", "");

            tempName = tempName.Replace(" ", "");
            var model = Resources.Load <GameObject>(landmarkFilePath + tempName);

            if (model == null)
            {
                errorHandler.ReportError("Unable to load cultural landmark model", ErrorState.close_window);
                return(false);
            }

            var modelClone = Instantiate(model);

            if (modelClone == null)
            {
                errorHandler.ReportError("Failed to instantiate " + mountPointName, ErrorState.close_window);
                return(false);
            }

            Landmark landmarkComponent = modelClone.GetComponent(typeof(Landmark)) as Landmark;

            if (landmarkComponent == null)
            {
                errorHandler.ReportError(mountPointName + " landmark component missing", ErrorState.close_window);
                return(false);
            }

            landmarkComponent.MountPoint = mountPoint;
            landmarkComponent.ObjectName = mountPointName;
            landmarkComponent.CellIndex  = worldMapGlobe.GetCellIndex(mountPoint.localPosition);
            if (landmarkComponent.CellIndex < 0 || landmarkComponent.CellIndex > worldMapGlobe.cells.Length)
            {
                errorHandler.ReportError("Invalid cell index for " + mountPointName, ErrorState.close_window);
                return(false);
            }

            landmarkComponent.CellLocation          = worldMapGlobe.cells[landmarkComponent.CellIndex];
            landmarkComponent.CellLocation.canCross = false;
            worldMapGlobe.AddMarker(modelClone, mountPoint.localPosition, 0.001f, false, -5.0f, true, true);
            landmarkComponent.CellLocation.occupants.Add(landmarkComponent);
            string landmarkID = landmarkComponent.GetInstanceID().ToString();

            mappablesManager.MappedObjects.Add(landmarkID, landmarkComponent);
            CulturalLandmarks.Add(landmarkID, landmarkComponent);
            CulturalLandmarksByName.Add(landmarkComponent.ObjectName, landmarkComponent);

            return(true);
        }