void Start() { //Prepare entities _cityBoundsMesh = new Mesh(); //The game object will inherit from the canvas ! //so you need to have a canvas above in the hierarchy gameObject.transform.position = new Vector3(0, 0, (float)VisualPlanner.Layers.City); _lineRenderer = gameObject.AddComponent <LineRenderer>(); cityDataConverter = (CityDataConverter)FactoryDataConverter.GetInstance(FactoryDataConverter.AvailableDataManagerTypes.CITY); cityDataConverter.Init(Screen.width, Screen.height); //Prepare Linerenderer _lineRenderer.sortingOrder = 1; _lineRenderer.material = new Material(Shader.Find("Sprites/Default")); _lineRenderer.material.color = Color.blue; _lineRenderer.useWorldSpace = true; _lineRenderer.loop = true; _lineRenderer.startWidth = 1f; _lineRenderer.endWidth = 1f; //link LineRenderer to Data //TODO : Bake when unity is less shitty //_lineRenderer.BakeMesh(_cityBoundsMesh, true); this.LoadAllVectoredData(); }
void Start() { //Prepare entities rilDataConverter = (RilDataConverter)FactoryDataConverter.GetInstance(FactoryDataConverter.AvailableDataManagerTypes.RIL); rilDataConverter.Init(Screen.width, Screen.height); rilDataExtrapolator = (RilDataExtrapolator)FactoryDataExtrapolator.GetInstance(FactoryDataExtrapolator .AvailableDataExtrapolatorTypes.RIL); }
void Start() { //Prepare entities densityDataConverter = (DensityDataConverter)FactoryDataConverter.GetInstance(FactoryDataConverter.AvailableDataManagerTypes.DENSITY); densityDataConverter.Init(Screen.width, Screen.height); colorBlockShader = new MaterialPropertyBlock(); globalmaterialForMesh = new Material(Shader.Find("Customs/InstancedColor")); //prepare square to use for GUI for (Int16 i = 0; i < scaleGradientDetail; i++) { Texture2D square = new Texture2D(1, 1); square.SetPixel(0, 0, gradientColors[i]); square.wrapMode = TextureWrapMode.Repeat; square.Apply(); colorScales[i] = new GUIStyle(); colorScales[i].normal.background = square; } }