private void MapLoadFinished(MapLoadedArgs args) { if (this.printDebugOutput) { Debug.Log($"GoogleMapsManager MapLoaded Complete"); } this.isMapServiceLoaded = true; this.mapsService.Events.MapEvents.Loaded.RemoveListener(this.MapLoadFinished); }
void OnMapLoaded(MapLoadedArgs args) { // Everything was loaded // Adjust the scale of our road lattice nodes SphereCollider[] nodes = RoadLatticeDebugObject.GetComponentsInChildren <SphereCollider>(); foreach (SphereCollider sc in nodes) { sc.transform.localScale = new Vector3(4f, 4f, 4f); } }
/// <summary> /// Once the map is loaded, setup main character and AI agents. /// Start activating the search. /// </summary> private void OnMapLoaded(MapLoadedArgs args) { if (CharactersContainer != null && BaseMapLoader != null) { GameObject avatarGO = GetRandomCharacter(AvatarPrefab); RoadLatticeCharacterController cc = avatarGO.GetComponent <RoadLatticeCharacterController>(); if (cc != null) { cc.BaseMapLoader = BaseMapLoader; cc.ShowPath = true; } // Start following our Avatar on the map if (SmoothFollowCamera != null) { SmoothFollowCamera.target = avatarGO.transform; SmoothFollowCamera.transform.LookAt(SmoothFollowCamera.target); } // Add random npc characters on map (red) for (int i = 0; i < NumberOfOpponents; i++) { GameObject npcGO = GetRandomCharacter(NPCPrefab); RoadLatticeAIController aic = npcGO.GetComponent <RoadLatticeAIController>(); if (aic != null) { aic.BaseMapLoader = BaseMapLoader; aic.Target = avatarGO; aic.enabled = true; NPCs.Add(aic); if (cc != null) { // Move distant NPCs closer to the avatar so that they don't take too long to reach // their target. Vector3 diff = aic.transform.position - cc.transform.position; Vector3 desiredPosition = Vector3.MoveTowards(cc.transform.position, aic.transform.position, Mathf.Min(diff.magnitude, MaxAIStartDistanceFromAvatar)); RoadLatticeNode node = BaseMapLoader.MapsService.RoadLattice.SnapToNode(desiredPosition); aic.transform.position = new Vector3(node.Location.x, 0, node.Location.y); } } } } ActiveAllNPCs(IsAISearchActive); ShowAIPaths(IsDebugPathOn); }
/// <summary> /// OnMapLoaded is called each time the map region is updated - either loaded or unloaded. /// When this happens, some of the <see cref="GameObject"/>s related to map features might have /// been removed from the scene. /// Therefore we need to perform some clean up on all collections that might have references to /// these objects. /// </summary> public void OnMapLoaded(MapLoadedArgs args) { // Adjust the content of our dictionary with all GameObjects actually in the scene. List <string> toRemove = PlaceIdToGameObjectDict.Where(pair => pair.Value == null) .Select(pair => pair.Key) .ToList(); if (toRemove.Count > 0) { foreach (string placeId in toRemove) { PlaceIdToGameObjectDict.Remove(placeId); } } }
/// <summary> /// Example of OnLoaded event listener. /// </summary> /// <remarks> /// The communication between the game and the MapsSDK is done through APIs and event listeners. /// </remarks> public void OnLoaded(MapLoadedArgs args) { // The Map is loaded - you can start/resume gameplay from that point. // The new geometry is added under the GameObject that has MapsService as a component. //_ShowAndroidToastMessage("Map loaded about to spawn cube"); StartCoroutine(GetLocation()); // Apply a post-creation listener that adds the squashing MonoBehaviour // to each building. mapsService.Events.ExtrudedStructureEvents.DidCreate.AddListener( e => { AddSquasher(e.GameObject); }); // Apply a post-creation listener that adds the squashing MonoBehaviour // to each building. mapsService.Events.ModeledStructureEvents.DidCreate.AddListener( e => { AddSquasher(e.GameObject); }); }
/// <summary> /// Example of OnLoaded event listener. /// </summary> /// <remarks> /// The communication between the game and the MapsSDK is done through APIs and event listeners. /// </remarks> public void OnLoaded(MapLoadedArgs args) { isLoaded = true; // The Map is loaded - you can start/resume gameplay from that point. // The new geometry is added under the GameObject that has MapsService as a component. Debug.Log(transform); List <Transform> ExtrudedBuildings = new List <Transform>(); GameObject scrollView = GameObject.Find("Building Scroll View/Viewport/Content"); foreach (Transform child in transform) { Debug.Log(child); if (child.GetComponent <Google.Maps.Unity.ExtrudedStructureComponent>() != null) { child.transform.localScale = new Vector3(2, 2, 2); ExtrudedBuildings.Add(child); } } int count = 0; scrollView.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, ExtrudedBuildings.Count * 21); foreach (Transform building in ExtrudedBuildings) { count++; GameObject addedChild = (GameObject)Instantiate(togglePrefab, scrollView.transform); addedChild.GetComponent <Transform>().position = new Vector3(110, count * 20, 0); Text text = addedChild.GetComponentInChildren <Text>(); text.text = building.GetComponent <Google.Maps.Unity.ExtrudedStructureComponent>().GetMapFeature().MapFeatureMetadata.Name; Toggle toggle = addedChild.GetComponent <Toggle>(); toggle.onValueChanged.AddListener((bool toggled) => { building.GetComponent <MeshRenderer>().enabled = !building.GetComponent <MeshRenderer>().enabled; }); } }
/// <summary> /// Example of OnLoaded event listener. /// </summary> /// <remarks> /// The communication between the game and the MapsSDK is done through APIs and event listeners. /// </remarks> public void OnLoaded(MapLoadedArgs args) { // The Map is loaded - you can start/resume gameplay from that point. // The new geometry is added under the GameObject that has MapsService as a component. loaded = true; }
private static void OnMapLoadedCallback(MapLoadedArgs arguments) { Instance.Hide(); }
/// <summary> /// On loading completed, hide the progress bar. /// </summary> void OnMapLoadComplete(MapLoadedArgs args) { HideProgressBar(); }
void OnMapLoaded(MapLoadedArgs args) { Loaded = true; }