예제 #1
0
파일: Planner.cs 프로젝트: gicait/ur-scape
    private void OnDestroy()
    {
        // Detach from events
        map.OnMapUpdate -= OnMapUpdate;
        dataLayers.OnLayerVisibilityChange -= OnLayerVisibilityChange;

        // Stop coroutines
        if (drawingArea != null)
        {
            StopCoroutine(drawingArea);
        }

        if (planningOutputPanel != null)
        {
            outputPanel.DestroyPanel(planningOutputPanel.gameObject);
            planningOutputPanel = null;
        }

        // Clear icons
        foreach (var cell in planningCells)
        {
            cell.ClearIcon();
        }

        // Destroy pulsating cell
        if (pulsatingCell != null)
        {
            Destroy(pulsatingCell.gameObject);
            pulsatingCell = null;
        }

        // Destroy containers
        if (iconContainer != null)
        {
            Destroy(iconContainer.gameObject);
            iconContainer = null;
        }

        if (flagger != null)
        {
            Destroy(flagger.gameObject);
            flagger = null;
        }

        // Destroy materials
        foreach (var mat in materialsMap)
        {
            Destroy(mat.Value);
        }

        // Clear list and maps
        typologiesMap.Clear();
        materialsMap.Clear();
        planningCells.Clear();
        planningCellsMap.Clear();
        planningGroups.Clear();
    }
예제 #2
0
 public void Awake()
 {
     TestCommand = IntProp.Select(x => x > 0).ToReactiveCommand <int>();
     TestCommand.Subscribe(val =>
     {
         Debug.unityLogger.Log($"val = {val} IntProp.Value = {IntProp.Value}");
         IntProp.Value -= 1;
     });
     ChangeColor = Flagger.ToMVVMReactiveCommand();
     ChangeColor.Subscribe(_ => Color.Value = Random.ColorHSV());
 }
예제 #3
0
파일: Planner.cs 프로젝트: gicait/ur-scape
    public void Init(TypologyLibrary typologyLibrary, GridData grid, List <Typology> typologies)
    {
        this.grid       = grid;
        this.typologies = typologies;

        dataLayers.OnLayerVisibilityChange += OnLayerVisibilityChange;

        // Create typologies map
        foreach (var entry in typologyLibrary.typologies)
        {
            typologiesMap.Add(entry.name, entry);
        }

        // Cache grid transformations
        gridCoordsToCell = new Distance(grid.countX / (grid.east - grid.west), grid.countY / (grid.south - grid.north));
        gridCellToCoords = new Distance((grid.east - grid.west) / grid.countX, (grid.south - grid.north) / grid.countY);

        // Create pulsating cell (inside map)
        pulsatingCell      = Instantiate(pulsatingCellPrefab, map.transform, false);
        pulsatingCell.name = pulsatingCellPrefab.name;
        pulsatingCell.Init((float)(gridCellToCoords.x * GeoCalculator.Deg2Meters));

        // Create icon container (inside map)
        iconContainer = new GameObject("Typology Icons").transform;
        iconContainer.SetParent(map.transform, false);

        // Attach to events
        map.OnMapUpdate += OnMapUpdate;

        // Update output panel
        planningOutputPanel = Instantiate(outputPrefab);
        planningOutputPanel.Init();
        planningOutputPanel.name = outputPrefab.name;
        planningOutputPanel.SetTypologies(typologies);
        planningOutputPanel.SetTargetValues(targetValues);
        SetOutput();
        planningOutputPanel.UpdateOutput();

        // Create flagger
        flagger      = Instantiate(flaggerPrefab);
        flagger.name = flaggerPrefab.name;
        flagger.Init(grid, planningOutputPanel);
    }