// public void LoadCity (int) // for now it takes in a variable that was assigned to a button in the inspector. this is to // tell it which city to start in. public void LoadCity(int temp) { if (temp == 1) // San Diego { coords2d = new Vector2d(32.7157, -117.1611); basicMap.Initialize(coords2d, 15); prefabHeight = getHeight.HeightForPrefab(coords2d.x, coords2d.y, basicMap); StartCoroutine("CameraSwitch"); } else if (temp == 2) // Laramie { coords2d = new Vector2d(41.3114, -105.5911); basicMap.Initialize(coords2d, 15); prefabHeight = getHeight.HeightForPrefab(coords2d.x, coords2d.y, basicMap); StartCoroutine("CameraSwitch"); } else if (temp == 3) // Denver { coords2d = new Vector2d(39.742043, -104.991531); basicMap.Initialize(coords2d, 15); prefabHeight = getHeight.HeightForPrefab(coords2d.x, coords2d.y, basicMap); StartCoroutine("CameraSwitch"); } else if (temp == 4) // Los Angeles { coords2d = new Vector2d(34.052235, -118.243683); basicMap.Initialize(coords2d, 15); prefabHeight = getHeight.HeightForPrefab(coords2d.x, coords2d.y, basicMap); StartCoroutine("CameraSwitch"); } }
// IEnumerator Camera Switch () // Delays the camera from displaying the game level until everything should have loaded IEnumerator CameraSwitch() { header.text = "Please wait..."; yield return(new WaitForSeconds(2)); Vector2d myLoc; myLoc = geoForward.GetLoc(); basicMap.Initialize(myLoc, 15); yield return(new WaitForSeconds(3)); prefabHeight = getHeight.HeightForPrefab(myLoc.x, myLoc.y, basicMap); aiSpawner.BeginPlacing(prefabHeight); yield return(new WaitForSeconds(2)); myMain.transform.position = new Vector3(myMain.transform.position.x, myMain.transform.position.y + (float)prefabHeight, myMain.transform.position.z); myMain.SetActive(true); splashCanvas.SetActive(false); gameObject.SetActive(false); }
private void InstantiateMap(int mapIndex, double reference, int basicMapIndex, MapType specialMapType) { BasicMap newMap = Instantiate(possibleMaps[mapIndex], grid.transform) as BasicMap; newMap.Initialize(reference, this.OnLoadNextMap, this.OnDestroyMap, this.GoToNextMap, basicMapIndex); switch (specialMapType) { case MapType.COMBAT_BOSS: CombatMap combatMap = (CombatMap)newMap; combatMap.SetAsBossMap(); break; case MapType.TALKING_TUTORIAL: TalkingMap talkingMap = (TalkingMap)newMap; talkingMap.SetAsTutorial(basicMapIndex); break; } newMap.gameObject.SetActive(false); nextMapsToAdd.Enqueue(newMap); }
public void ScrollToLatLon(double lat, double lon) { Debug.Log("scrolled map"); basicMap.Initialize(new Vector2d(lat, lon), 15); transform.position = new Vector3(0f, transform.position.y, 0f); }