public void LoadMap() { displayedResult = null; //Reset the displayed result Clear(); FileInfo current = maps[uiCtrl.DdlMaps.value]; int ClusterSize = uiCtrl.Cluster.GetValue(); int LayerDepth = uiCtrl.Layers.GetValue(); map = Map.LoadMap(current.FullName); float deltaT; graph = RunGenerateGraph(LayerDepth, ClusterSize, out deltaT); uiCtrl.ClusterTime.text = string.Format("{0} s", deltaT); uiCtrl.FillLayers(graph.depth); camControl.ResetDefaultPosition(map.Width, map.Height); SceneMapDisplay.SetMap(map); //Automatically draw the last layer when we load a new map if (graph.depth == 0) { SceneMapDisplay.DrawClusters(map, null); } else { SceneMapDisplay.DrawClusters(map, graph.C[graph.depth - 1]); } }
public void LoadMap() { map = Map.LoadMap(mapName); graph = new Graph(map, layers, clusterSize); // TODO: update camera default position SceneMapDisplay.SetMap(map); SceneMapDisplay.DrawClusters(map, graph.C.LastOrDefault()); SceneMapDisplay.ToggleClusters(showClusters); }
/// <summary> /// Function called when the layer dropdown value has changed. /// Typically we want to show clusters related to the layer selected /// as well as resulting hierarchical paths. /// </summary> public void OnLayerChange() { int layer = uiCtrl.DdlLayers.value; if (layer == 0) { SceneMapDisplay.DrawClusters(map, null); //No clusters at the lower level } else { SceneMapDisplay.DrawClusters(map, graph.C[layer - 1]); } if (displayedResult != null) { SceneMapDisplay.DrawHpaPath(displayedResult.HPAStarResult.Path, graph.depth - layer); } }