private void DrawLine(PointLatLng latlng) { //UnityEngine.Debug.Log("draw line " + latlng); if (m_currentRoute == null) { UnityEngine.Debug.Log("create line " + latlng); string handleName = MapTools.CreateMapName(MapLayer.Line); m_currentPoints.Clear(); m_currentPoints.Add(latlng); m_currentRoute = new GMapRoute(m_currentPoints, handleName); m_currentRoute.Stroke = new Pen(Color.Yellow, 3); m_mapLayers[MapLayer.Line].Routes.Add(m_currentRoute); if (GameEvent.MapEvent.OnAddRoute != null) { GameEvent.MapEvent.OnAddRoute(handleName, MapLayer.Line, m_currentRoute); } } else { m_currentRoute.Points.Add(latlng); //m_currentRoute. m_map.UpdateRouteLocalPosition(m_currentRoute); m_map.Refresh(); } }
private void DrawArea(PointLatLng latlng) { //UnityEngine.Debug.Log("draw line " + latlng); if (m_currentPolygon == null) { UnityEngine.Debug.Log("create area " + latlng); string handleName = MapTools.CreateMapName(MapLayer.Area); m_currentPoints.Clear(); m_currentPoints.Add(latlng); m_currentPolygon = new GMapPolygon(m_currentPoints, handleName); m_currentPolygon.Fill = new Alt.Sketch.SolidColorBrush(Color.FromArgb(50, Color.Red)); m_currentPolygon.Stroke = new Pen(Color.Blue, 2); m_currentPolygon.IsHitTestVisible = true; if (GameEvent.MapEvent.OnAddRoute != null) { GameEvent.MapEvent.OnAddRoute(handleName, MapLayer.Area, m_currentPolygon); } m_mapLayers[MapLayer.Area].Polygons.Add(m_currentPolygon); } else { m_currentPolygon.Points.Add(latlng); m_map.UpdatePolygonLocalPosition(m_currentPolygon); m_map.Refresh(); } }