// Use this for initialization void Start() { float selected_latitude = 40.71f; float selected_longitude = -74f; Sprite selected_sprite = Resources.Load <Sprite>("NewYork"); WorldMapGlobe map = WorldMapGlobe.instance; map.calc.fromLatDec = selected_latitude; map.calc.fromLonDec = selected_longitude; map.calc.fromUnit = UNIT_TYPE.DecimalDegrees; map.calc.Convert(); Vector3 sphereLocation = map.calc.toSphereLocation; // Create sprite GameObject destinationSprite = new GameObject(); SpriteRenderer dest_sprite = destinationSprite.AddComponent <SpriteRenderer>(); dest_sprite.sprite = selected_sprite; // Add sprite billboard to the map with custom scale, billboard mode and little bit elevated from surface (to prevent clipping with city spots) map.AddMarker(destinationSprite, sphereLocation, 0.02f, true, 0.1f); // Locate it on the map map.FlyToLocation(sphereLocation); map.autoRotationSpeed = 0f; }
void OnEnable() { Color backColor = EditorGUIUtility.isProSkin ? new Color(0.18f, 0.18f, 0.18f) : new Color(0.7f, 0.7f, 0.7f); _blackTexture = MakeTex(4, 4, backColor); _blackTexture.hideFlags = HideFlags.DontSave; _map = (WorldMapGlobe)target; _headerTexture = Resources.Load <Texture2D> ("EditorHeader"); if (_map.countries == null) { _map.Init(); } earthStyleOptions = new string[] { "Natural", "Solid Color" }; earthStyleValues = new int[] { (int)EARTH_STYLE.Natural, (int)EARTH_STYLE.SolidColor }; labelsQualityOptions = new string[] { "Low", "Medium", "High" }; blackStyle = new GUIStyle(); blackStyle.normal.background = _blackTexture; }
private void CheckCloud() { if (worldMapGlobe == null) { worldMapGlobe = FindObjectOfType <WorldMapGlobe>(); } if (!CanZoom) { worldMapGlobe.showCursor = false; worldMapGlobe.enableCountryHighlight = false; } }
void Awake() { Instance = this; // Get a reference to the World Map API: map = WorldMapGlobe.instance; #if LIGHTSPEED Camera.main.fieldOfView = 180; animatingField = true; #endif map.earthInvertedMode = false; map.mouseWheelSensitivity = 0.1f; }
void OnEnable() { Color backColor = EditorGUIUtility.isProSkin ? new Color(0.18f, 0.18f, 0.18f) : new Color(0.7f, 0.7f, 0.7f); _blackTexture = MakeTex(4, 4, backColor); _blackTexture.hideFlags = HideFlags.DontSave; _map = (WorldMapGlobe)target; _headerTexture = Resources.Load <Texture2D> ("EditorHeader"); if (_map != null && _map.countries == null) { _map.Init(); } earthStyleOptions = new string[] { "Natural", "Natural (Scenic)", "Natural (8K)", "Natural (8K Scenic)", "Natural (8K Scenic Scatter)", "Alternate Style 1", "Alternate Style 2", "Alternate Style 3", "Solid Color", "Custom" }; earthStyleValues = new int[] { (int)EARTH_STYLE.Natural, (int)EARTH_STYLE.Scenic, (int)EARTH_STYLE.NaturalHighRes, (int)EARTH_STYLE.NaturalHighResScenic, (int)EARTH_STYLE.NaturalHighResScenicScatter, (int)EARTH_STYLE.Alternate1, (int)EARTH_STYLE.Alternate2, (int)EARTH_STYLE.Alternate3, (int)EARTH_STYLE.SolidColor, (int)EARTH_STYLE.Custom }; frontiersDetailOptions = new string[] { "Low", "High" }; labelsQualityOptions = new string[] { "Low", "Medium", "High" }; gridModeOptions = new string[] { "Overlay", "Masked" }; gridModeValues = new int[] { (int)GRID_MODE.OVERLAY, (int)GRID_MODE.MASKED }; navigationModeOptions = new string[] { "Earth Rotates", "Camera Rotates" }; navigationModeValues = new int[] { (int)NAVIGATION_MODE.EARTH_ROTATES, (int)NAVIGATION_MODE.CAMERA_ROTATES }; blackStyle = new GUIStyle(); blackStyle.normal.background = _blackTexture; UpdateExtraComponentStatus(); }
// Use this for initialization void Awake() { map = WorldMapGlobe.instance; }