/// <summary> /// Constructor /// </summary> /// <param name="markerPrefab">prefab for markers</param> /// <param name="overlayContainer">parent for markers</param> /// <param name="coordToMapPosFunc">function to transform coords to map position</param> public MapGlobalUsersPositionMarkerController(UserMarkerObject markerPrefab, Transform overlayContainer, Func <float, float, Vector3> coordToMapPosFunc) { fetchScenesHandler = new FetchScenesHandler(UPDATE_INTERVAL_INITIAL, UPDATE_INTERVAL_FOREGROUND, UPDATE_INTERVAL_BACKGROUND); markersHandler = new MarkersHandler(markerPrefab, overlayContainer, MAX_MARKERS, coordToMapPosFunc); userPositionHandler = new UserPositionHandler(); markersContainer = overlayContainer; fetchScenesHandler.OnScenesFetched += OnScenesFetched; userPositionHandler.OnPlayerCoordsChanged += OnPlayerCoordsChanged; CommonScriptableObjects.rendererState.OnChange += OnRenderStateChanged; KernelConfig.i.EnsureConfigInitialized().Then(config => { commsRadius = (int)config.comms.commRadius + COMMS_RADIUS_THRESHOLD; OnPlayerCoordsChanged(userPositionHandler.playerCoords); }); OnRenderStateChanged(CommonScriptableObjects.rendererState.Get(), false); }
/// <summary> /// Constructor /// </summary> /// <param name="markerPrefab">prefab for markers</param> /// <param name="overlayContainer">parent for markers</param> /// <param name="maxMarkers">max amount of markers (pool)</param> /// <param name="coordToMapPosFunc">function to transform coords to map position</param> public MarkersHandler(UserMarkerObject markerPrefab, Transform overlayContainer, int maxMarkers, Func <float, float, Vector3> coordToMapPosFunc) { this.maxMarkers = maxMarkers; this.coordToMapPosition = coordToMapPosFunc; exclusionArea = new ExclusionArea(); scenesFilter = new ScenesFilter(); availableMarkers = new List <UserPositionMarker>(maxMarkers); usedMarkers = new List <UserPositionMarker>(maxMarkers); for (int i = 0; i < maxMarkers; i++) { var marker = new UserPositionMarker(GameObject.Instantiate(markerPrefab, overlayContainer)); availableMarkers.Add(marker); marker.SetActive(false); } }
public UserPositionMarker(UserMarkerObject markerObject) { this.markerObject = markerObject; markerObject.gameObject.SetActive(false); }