Exemple #1
0
        bool avoidGUI;         // press SPACE during gameplay to hide GUI

        void OnGUI()
        {
            if (avoidGUI)
            {
                return;
            }

            // Do autoresizing of GUI layer
            GUIResizer.AutoResize();

            // Check whether a country or city is selected, then show a label
            if (map.mouseIsOver)
            {
                string  text;
                Vector3 mousePos = Input.mousePosition;
                float   x, y;
                if (map.countryHighlighted != null || map.cityHighlighted != null || map.provinceHighlighted != null)
                {
                    City city = map.cityHighlighted;
                    if (city != null)
                    {
                        if (city.province != null && city.province.Length > 0)
                        {
                            text = "City: " + map.cityHighlighted.name + " (" + city.province + ", " + map.countries [map.cityHighlighted.countryIndex].name + ")";
                        }
                        else
                        {
                            text = "City: " + map.cityHighlighted.name + " (" + map.countries [map.cityHighlighted.countryIndex].name + ")";
                        }
                    }
                    else if (map.provinceHighlighted != null)
                    {
                        text = map.provinceHighlighted.name + ", " + map.countryHighlighted.name;
                        List <Province> neighbours = map.ProvinceNeighboursOfCurrentRegion();
                        if (neighbours.Count > 0)
                        {
                            text += "\n" + EntityListToString <Province> (neighbours);
                        }
                    }
                    else if (map.countryHighlighted != null)
                    {
                        text = map.countryHighlighted.name + " (" + map.countryHighlighted.continent + ")";
                        List <Country> neighbours = map.CountryNeighboursOfCurrentRegion();
                        if (neighbours.Count > 0)
                        {
                            text += "\n" + EntityListToString <Country> (neighbours);
                        }
                    }
                    else
                    {
                        text = "";
                    }
                    x = GUIResizer.authoredScreenWidth * (mousePos.x / Screen.width);
                    y = GUIResizer.authoredScreenHeight - GUIResizer.authoredScreenHeight * (mousePos.y / Screen.height) - 20 * (Input.touchSupported ? 3 : 1);                     // slightly up for touch devices
                    GUI.Label(new Rect(x - 1, y - 1, 0, 10), text, labelStyleShadow);
                    GUI.Label(new Rect(x + 1, y + 2, 0, 10), text, labelStyleShadow);
                    GUI.Label(new Rect(x + 2, y + 3, 0, 10), text, labelStyleShadow);
                    GUI.Label(new Rect(x + 3, y + 4, 0, 10), text, labelStyleShadow);
                    GUI.Label(new Rect(x, y, 0, 10), text, labelStyle);
                }
                text = map.calc.prettyCurrentLatLon;
                x    = GUIResizer.authoredScreenWidth / 2.0f;
                y    = GUIResizer.authoredScreenHeight - 20;
                GUI.Label(new Rect(x, y, 0, 10), text, labelStyle);
            }

            // Assorted options to show/hide frontiers, cities, Earth and enable country highlighting
            map.showFrontiers    = GUI.Toggle(new Rect(10, 20, 150, 30), map.showFrontiers, "Toggle Frontiers");
            map.showEarth        = GUI.Toggle(new Rect(10, 50, 150, 30), map.showEarth, "Toggle Earth");
            map.showCities       = GUI.Toggle(new Rect(10, 80, 150, 30), map.showCities, "Toggle Cities");
            map.showCountryNames = GUI.Toggle(new Rect(10, 110, 150, 30), map.showCountryNames, "Toggle Labels");
            map.showProvinces    = GUI.Toggle(new Rect(10, 140, 170, 30), map.showProvinces, "Toggle Provinces");

            GUI.backgroundColor = new Color(0.1f, 0.1f, 0.3f, 0.5f);

            // Add button to toggle Earth texture
            if (GUI.Button(new Rect(10, 170, 160, 30), "  Change Earth style", buttonStyle))
            {
                map.earthStyle = (EARTH_STYLE)(((int)map.earthStyle + 1) % 10);
            }

            // Add buttons to show the color picker and change colors for the frontiers or fill
            if (GUI.Button(new Rect(10, 210, 160, 30), "  Change Frontiers Color", buttonStyle))
            {
                colorPicker.showPicker = true;
                changingFrontiersColor = true;
            }
            if (GUI.Button(new Rect(10, 250, 160, 30), "  Change Fill Color", buttonStyle))
            {
                colorPicker.showPicker = true;
                changingFrontiersColor = false;
            }
            if (colorPicker.showPicker)
            {
                if (changingFrontiersColor)
                {
                    map.frontiersColor = colorPicker.setColor;
                }
                else
                {
                    map.fillColor = colorPicker.setColor;
                }
            }

            // Add a button which demonstrates the navigateTo functionality -- pass the name of a country
            // For a list of countries and their names, check map.Countries collection.
            if (GUI.Button(new Rect(10, 290, 180, 30), "  Fly to Australia (Country)", buttonStyle))
            {
                FlyToCountry("Australia");
            }
            if (GUI.Button(new Rect(10, 325, 180, 30), "  Fly to Mexico (Country)", buttonStyle))
            {
                FlyToCountry("Mexico");
            }
            if (GUI.Button(new Rect(10, 360, 180, 30), "  Fly to New York (City)", buttonStyle))
            {
                FlyToCity("New York");
            }
            if (GUI.Button(new Rect(10, 395, 180, 30), "  Fly to Madrid (City)", buttonStyle))
            {
                FlyToCity("Madrid");
            }

            // Slider to show the new set zoom level API in V4.1
            GUI.Button(new Rect(10, 430, 85, 30), "  Zoom Level", buttonStyle);
            float prevZoomLevel = zoomLevel;

            GUI.backgroundColor = Color.white;
            zoomLevel           = GUI.HorizontalSlider(new Rect(100, 445, 80, 85), zoomLevel, 0, 1, sliderStyle, sliderThumbStyle);
            GUI.backgroundColor = new Color(0.1f, 0.1f, 0.3f, 0.95f);
            if (zoomLevel != prevZoomLevel)
            {
                prevZoomLevel = zoomLevel;
                map.SetZoomLevel(zoomLevel);
            }


            // Add a button to colorize countries
            if (GUI.Button(new Rect(GUIResizer.authoredScreenWidth - 190, 20, 180, 30), "  Colorize Europe", buttonStyle))
            {
                map.FlyToCity("Brussels");
                for (int colorizeIndex = 0; colorizeIndex < map.countries.Length; colorizeIndex++)
                {
                    if (map.countries [colorizeIndex].continent.Equals("Europe"))
                    {
                        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));
                        map.ToggleCountrySurface(map.countries [colorizeIndex].name, true, color);
                    }
                }
            }

            // Colorize random country and fly to it
            if (GUI.Button(new Rect(GUIResizer.authoredScreenWidth - 190, 60, 180, 30), "  Colorize Random", buttonStyle))
            {
                map.FlyToCity("Brussels");
                int   countryIndex = UnityEngine.Random.Range(0, map.countries.Length);
                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));
                map.ToggleCountrySurface(countryIndex, true, color);
                map.FlyToCountry(countryIndex);
            }

            // Button to clear colorized countries
            if (GUI.Button(new Rect(GUIResizer.authoredScreenWidth - 190, 100, 180, 30), "  Reset countries", buttonStyle))
            {
                map.HideCountrySurfaces();
            }

            // Tickers sample
            if (GUI.Button(new Rect(GUIResizer.authoredScreenWidth - 190, 140, 180, 30), "  Tickers Sample", buttonStyle))
            {
                TickerSample();
            }

            // Decorator sample
            if (GUI.Button(new Rect(GUIResizer.authoredScreenWidth - 190, 180, 180, 30), "  Texture Sample", buttonStyle))
            {
                TextureSample();
            }

            // Moving the Earth sample
            if (GUI.Button(new Rect(GUIResizer.authoredScreenWidth - 190, 220, 180, 30), "  Toggle Minimize", buttonStyle))
            {
                ToggleMinimize();
            }

            // Add marker sample (gameobject)
            if (GUI.Button(new Rect(GUIResizer.authoredScreenWidth - 190, 260, 180, 30), "  Add Marker (Object)", buttonStyle))
            {
                AddMarkerGameObjectOnRandomCity();
            }

            // Add marker sample (gameobject)
            if (GUI.Button(new Rect(GUIResizer.authoredScreenWidth - 190, 300, 180, 30), "  Add Marker (Circle)", buttonStyle))
            {
                AddMarkerCircleOnRandomPosition();
            }

            if (GUI.Button(new Rect(GUIResizer.authoredScreenWidth - 190, 340, 180, 30), "  Add Trajectories", buttonStyle))
            {
                AddTrajectories(10);
            }

            if (GUI.Button(new Rect(GUIResizer.authoredScreenWidth - 190, 380, 180, 30), "  Locate Mount Point", buttonStyle))
            {
                LocateMountPoint();
            }

            if (GUI.Button(new Rect(GUIResizer.authoredScreenWidth - 190, 420, 180, 30), "  Fire Bullet!", buttonStyle))
            {
                FireBullet();
            }
        }