//**************************************************************************************************** // //**************************************************************************************************** public void UpdateMapObjectsPosition() { UnityEngine.Plane[] planes = GeometryUtility.CalculateFrustumPlanes(m_camera); Vector2 bounds = new Vector2(m_BRCorner.x - m_TLCorner.x, m_TLCorner.z - m_BRCorner.z); WebMapObjectBase mapObj = null; m_selectables.Clear(); for (int flag = 0; flag < m_flags.Count; ++flag) { mapObj = m_flags[flag]; UpdateMapObjectPosition(bounds, mapObj); mapObj.UpdateVisibilityStatus(planes); } for (int pin = 0; pin < m_pins.Count; ++pin) { mapObj = m_pins[pin]; UpdateMapObjectPosition(bounds, mapObj); mapObj.UpdateVisibilityStatus(planes); } }