/// <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);
        }
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        /// <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);
            }
        }
Esempio n. 3
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 public UserPositionMarker(UserMarkerObject markerObject)
 {
     this.markerObject = markerObject;
     markerObject.gameObject.SetActive(false);
 }