private static void initProvince(ProvinceSettings provSettings) { map.ToggleProvinceSurface(map.GetProvinceIndex("Spain", provSettings.province), true, new Color(provSettings.initcolor.r / 255f, provSettings.initcolor.g / 255f, provSettings.initcolor.b / 255f), null, true); Vector2 barLocation = map.GetCity(provSettings.city, "Spain").unity2DLocation; GameObject provinceBars = (GameObject)Instantiate(Resources.Load("Bar3DSimple")); map.AddMarker3DObject(provinceBars, barLocation, 0.5f); provinceBars.transform.eulerAngles = new Vector3(0, 0, 0); provinceBars.transform.localScale = new Vector3(0.0005f, 0.0005f, 0.001f); provinceBars.transform.position = new Vector3(provinceBars.transform.position.x, provinceBars.transform.position.y - 0.1f, -3); }
public IEnumerator DrawPlayerBases() { int BaseId = 0; if (GameManager == null) { GameManager = FindObjectOfType <GameManager>(); } if (GameManager.GameMilitaryManager == null) { yield return(new WaitForEndOfFrame()); } else { foreach (var militaryBase in GameManager.GameMilitaryManager.PlayerMilitaryBases) { // Instantiate the sprite, face it to up and position it into the map // GameObject star = Instantiate(Resources.Load<Texture2D>(militaryBase.BaseIcon.name)); GameObject marker = Instantiate(militaryBase.BaseMarker, GameManager.GameMilitaryManager.GamePlayerMilitaryBaseContainer.transform); GameObject mapIcon = new GameObject(string.Format(militaryBase.BaseIcon.name + "_base")); mapIcon.AddComponent <SpriteRenderer>().sprite = Sprite.Create(militaryBase.BaseIcon, new Rect(0.0f, 0.0f, militaryBase.BaseIcon.width, militaryBase.BaseIcon.height), new Vector2(0.5f, 0.5f), 100.0f); var gameBase = marker.AddComponent <GameMilitaryBase>(); gameBase.BaseData = militaryBase; gameBase.GameBaseMaxSize = 10; gameBase.GameBaseStrength = militaryBase.BaseStrength; gameBase.GameBaseSupplyLevel = 5000; gameBase.GameMaxBaseDecksAP = 50; gameBase.BaseUniqueId = BaseId; gameBase.MilitaryCountryBattleFlag = militaryBase.MilitaryCountryBattleFlag; if (militaryBase.BaseLocation != null) { wmslObj.AddMarker2DSprite(mapIcon, militaryBase.BaseLocation, 0.002f); } marker.transform.localRotation = Quaternion.Euler(90, 0, 0); marker.transform.localScale = WorldMapStrategyKit.Misc.Vector3one * 0.01f; marker.WMSK_MoveTo(militaryBase.BaseLocation.x, militaryBase.BaseLocation.y); wmslObj.AddMarker3DObject(marker, militaryBase.BaseLocation, 0.05f); marker.transform.SetParent(GameManager.GameMilitaryManager.GamePlayerMilitaryBaseContainer.transform); BaseId++; } } yield return(new WaitForEndOfFrame()); }