// Use this for initialization void Start() { resourcePath = Application.dataPath + "/Resources/"; mapController = GetComponent <MapController>(); mapLayersUI = GetComponent <MapLayersUI>(); rayCastLayer = 1; addIgorePathList(); canBuildCube = Instantiate(canBuildCubePrefab, farAwayPos, Quaternion.identity) as GameObject; canNotBuildCube = Instantiate(canNotBuildCubePrefab, farAwayPos, Quaternion.identity) as GameObject; canNotMoveInst = new GameObject("CanNotMoveDebugCube"); canNotMoveInst.transform.position = Vector3.zero; canNotMoveInst.transform.rotation = Quaternion.identity; updateCategoryList(); mouseControl = new MapMouseEditor[5]; mouseControl[0] = new MapMouseClick(mapController, mapPatternImporter); mouseControl[1] = new MapMouseHold(mapController, mapPatternImporter); mouseControl[2] = new MapMouseSquare(mapController, mapPatternImporter, SquareBuildCubePrefab); mouseControl[3] = new MapMouseConnection(mapController, mapPatternImporter, SquareBuildCubePrefab); mouseControl[4] = new MapMouseRandomizer(mapController, mapPatternImporter, SquareBuildCubePrefab); string[] sceneName = getSceneNames(); SceneDropdown.options.Clear(); foreach (var item in sceneName) { SceneDropdown.options.Add(new Dropdown.OptionData(item)); } DrawGrid(); OnNeedGameObjectActive(CreateSceneUI); }
/// <summary> /// Raises the OnMapMouseClick event. /// </summary> /// <param name="e"></param> private void RaiseOnMapMouseClick(MouseEventArgs e) { var geoCoordinates = _mapSceneManager.ToGeoCoordinates(e.GetPosition(this)); var args = new MapControlEventArgs(e, geoCoordinates); OnMapMouseClick(args); MapMouseClick?.Invoke(this, args); }