public static LatLng LatLongFromUnityVector3D(Vector3 aPosition) { Vector3 unityCoords = aPosition; Vector2d convertPos2D; convertPos2D.x = unityCoords.x; convertPos2D.y = unityCoords.z; // //MapAtWorldScale aMap = MapAtWorldScale.FindObjectOfType<MapAtWorldScale>(); BasicMap aMap = BasicMap.FindObjectOfType <BasicMap>(); convertPos2D = aMap.CenterMercator + (convertPos2D * aMap.WorldRelativeScale); Vector2d Ref2d; Ref2d = Mapbox.Unity.Utilities.Conversions.MetersToLatLon(convertPos2D); LatLng outputlatLng = new LatLng(Ref2d.x, Ref2d.y); return(outputlatLng); }
// Use this for initialization void Start() { //faction hard coded to faction 1 for now // string factionName = "Faction1"; MyMap = BasicMap.FindObjectOfType <BasicMap>(); //reset UI if (allUIRoutes == null) { activeWayPointLabel.text = "no pts loaded"; activeRouteLabel.text = "no pts loaded"; } // faction = GameObject.Find(factionName); allUIRoutes = MasterBlackBoard.allGameRoutes; allFactionAgents = MasterBlackBoard.allGameAgents; UpdateAgentUIInfo(); UpdateRouteUIInfo(); UpdateWayPointUIInfo(); UpdateTaskUIInfo(); if (allUIRoutes != null) { selectedRoute = allUIRoutes[routeIndex]; routeListCount = allUIRoutes.Count; } agentCount = allFactionAgents.Count; //blackBoard.GetComponent<BlackBoardScript>().ReadWayPointFile(); foreach (AnvilWayPoint waypoint in allUIRoutes[routeIndex].routeWayPoints) { Debug.Log("SELECTED " + waypoint.ToSaveString()); } }
void Start() { MyMap = BasicMap.FindObjectOfType <BasicMap>(); }