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(); } }