void Start() { // UI Setup - non-important, only for this demo labelStyle = new GUIStyle(); labelStyle.alignment = TextAnchor.MiddleCenter; labelStyle.normal.textColor = Color.white; labelStyleShadow = new GUIStyle(labelStyle); labelStyleShadow.normal.textColor = Color.black; buttonStyle = new GUIStyle(labelStyle); buttonStyle.alignment = TextAnchor.MiddleLeft; buttonStyle.normal.background = Texture2D.whiteTexture; buttonStyle.normal.textColor = Color.white; sliderStyle = new GUIStyle(); sliderStyle.normal.background = Texture2D.whiteTexture; sliderStyle.fixedHeight = 4.0f; sliderThumbStyle = new GUIStyle(); sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("thumb"); sliderThumbStyle.overflow = new RectOffset(0, 0, 8, 0); sliderThumbStyle.fixedWidth = 20.0f; sliderThumbStyle.fixedHeight = 12.0f; // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); // Get map instance to Globe API methods map = WorldMapGlobe.instance; NewPath(); }
void Start() { // UI Setup - non-important, only for this demo labelStyle = new GUIStyle(); labelStyle.alignment = TextAnchor.MiddleCenter; labelStyle.normal.textColor = Color.white; labelStyleShadow = new GUIStyle(labelStyle); labelStyleShadow.normal.textColor = Color.black; buttonStyle = new GUIStyle(labelStyle); buttonStyle.alignment = TextAnchor.MiddleLeft; buttonStyle.normal.background = Texture2D.whiteTexture; buttonStyle.normal.textColor = Color.white; colorPicker = gameObject.GetComponent <ColorPicker> (); sliderStyle = new GUIStyle(); sliderStyle.normal.background = Texture2D.whiteTexture; sliderStyle.fixedHeight = 4.0f; sliderThumbStyle = new GUIStyle(); sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("thumb"); sliderThumbStyle.overflow = new RectOffset(0, 0, 8, 0); sliderThumbStyle.fixedWidth = 20.0f; sliderThumbStyle.fixedHeight = 12.0f; // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); // Some example commands below // map.ToggleCountrySurface("Brazil", true, Color.green); // map.ToggleCountrySurface(35, true, Color.green); // map.ToggleCountrySurface(33, true, Color.green); // map.FlyToCountry(33); // map.FlyToCountry("Brazil"); // map.navigationTime = 0; // map.FlyToCountry ("India"); }
void Start() { // Listen to map clicks map = WorldMapGlobe.instance; map.OnClick += (Vector3 sphereLocation, int mouseButtonIndex) => map.AddMarker(MARKER_TYPE.CIRCLE_PROJECTED, sphereLocation, kmRadius, ringWidthStart, ringWidthEnd, Color.green); // Straight the globe preserving current center -- totally optional and has nothing to do with markers map.StraightenGlobe(); // UI Setup - non-important, only for this demo GUIResizer.Init(800, 500); labelStyle = new GUIStyle(); labelStyle.normal.textColor = Color.white; buttonStyle = new GUIStyle(labelStyle); buttonStyle.alignment = TextAnchor.MiddleLeft; buttonStyle.normal.background = Texture2D.whiteTexture; buttonStyle.normal.textColor = Color.white; sliderStyle = new GUIStyle(); sliderStyle.normal.background = Texture2D.whiteTexture; sliderStyle.fixedHeight = 4.0f; sliderThumbStyle = new GUIStyle(); sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("thumb"); sliderThumbStyle.overflow = new RectOffset(0, 0, 8, 0); sliderThumbStyle.fixedWidth = 20.0f; sliderThumbStyle.fixedHeight = 12.0f; }
// the cell index of the first selected cell when setting edge cost between two neighbour cells void Start() { // UI Setup - non-important, only for this demo labelStyle = new GUIStyle(); labelStyle.alignment = TextAnchor.MiddleLeft; labelStyle.normal.textColor = Color.white; labelStyleShadow = new GUIStyle(labelStyle); labelStyleShadow.normal.textColor = Color.black; buttonStyle = new GUIStyle(labelStyle); buttonStyle.alignment = TextAnchor.MiddleLeft; buttonStyle.normal.background = Texture2D.whiteTexture; buttonStyle.normal.textColor = Color.white; sliderStyle = new GUIStyle(); sliderStyle.normal.background = Texture2D.whiteTexture; sliderStyle.fixedHeight = 4.0f; sliderThumbStyle = new GUIStyle(); sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("thumb"); sliderThumbStyle.overflow = new RectOffset(0, 0, 8, 0); sliderThumbStyle.fixedWidth = 20.0f; sliderThumbStyle.fixedHeight = 12.0f; // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); // Get map instance to Globe API methods map = WorldMapGlobe.instance; // Setup grid events map.OnCellEnter += (int cellIndex) => Debug.Log("Entered cell: " + cellIndex); map.OnCellExit += (int cellIndex) => Debug.Log("Exited cell: " + cellIndex); map.OnCellClick += HandleOnCellClick; }
void Start() { labelStyle = new GUIStyle(); labelStyle.normal.textColor = Color.white; buttonStyle = new GUIStyle(labelStyle); buttonStyle.alignment = TextAnchor.MiddleLeft; buttonStyle.normal.background = Texture2D.whiteTexture; buttonStyle.normal.textColor = Color.white; sliderStyle = new GUIStyle(); sliderStyle.normal.background = Texture2D.whiteTexture; sliderStyle.fixedHeight = 4.0f; sliderThumbStyle = new GUIStyle(); sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("thumb"); sliderThumbStyle.overflow = new RectOffset(0, 0, 8, 0); sliderThumbStyle.fixedWidth = 20.0f; sliderThumbStyle.fixedHeight = 12.0f; colorPicker = gameObject.GetComponent <ColorPicker> (); // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); // Get map instance to Globe API methods map = WorldMapGlobe.instance; map.OnDrag += PaintEarth; ResetTexture(); }
void Start() { buttonStyle = new GUIStyle(); buttonStyle.alignment = TextAnchor.MiddleLeft; buttonStyle.normal.background = Texture2D.whiteTexture; buttonStyle.normal.textColor = Color.white; // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); // Get map instance to Globe API methods map = WorldMapGlobe.instance; earthMat = map.earthMaterial; // Gets a copy of current Earth texture and make it available as render texture for faster blending rtEarth = new RenderTexture(2048, 1024, 0); Graphics.Blit(map.earthTexture, rtEarth); rtVirusMap = new RenderTexture(2048, 1024, 0); rtCombined = new RenderTexture(2048, 1024, 0); circleMat.SetTexture("_MaskTex", earthMask); // to avoid painting over Sea StartPlague(); }
void Start() { labelStyle = new GUIStyle(); labelStyle.normal.textColor = Color.white; buttonStyle = new GUIStyle(labelStyle); buttonStyle.alignment = TextAnchor.MiddleLeft; buttonStyle.normal.background = Texture2D.whiteTexture; buttonStyle.normal.textColor = Color.white; sliderStyle = new GUIStyle(); sliderStyle.normal.background = Texture2D.whiteTexture; sliderStyle.fixedHeight = 4.0f; sliderThumbStyle = new GUIStyle(); sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("thumb"); sliderThumbStyle.overflow = new RectOffset(0, 0, 8, 0); sliderThumbStyle.fixedWidth = 20.0f; sliderThumbStyle.fixedHeight = 12.0f; // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); // Get map instance to Globe API methods map = WorldMapGlobe.instance; map.OnDrag += ClearFoW; // Load prefab GameObject tower = Resources.Load <GameObject>("Tower/Tower"); // Colorize some countries for (int colorizeIndex = 0; colorizeIndex < map.countries.Length; colorizeIndex++) { Country country = map.countries[colorizeIndex]; if (country.continent.Equals("Europe")) { // Color country surface Color color = new Color(UnityEngine.Random.Range(0.0f, 1.0f), UnityEngine.Random.Range(0.0f, 1.0f), UnityEngine.Random.Range(0.0f, 1.0f), 0.2f); map.ToggleCountrySurface(country.name, true, color); // Clear fog around the country map.SetFogOfWarAlpha(country, 0, 0.1f); // Add a random moving sphere for this country GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere); obj.transform.SetParent(map.transform, false); obj.transform.localScale = Vector3.one * 0.02f; obj.transform.localPosition = country.sphereCenter; obj.AddComponent <AnimateSphereAround>(); // Set a random color for the sphere obj.GetComponent <Renderer>().material.color = new Color(Random.value, Random.value, Random.value); // Add a tower on the center of the country GameObject thisTower = Instantiate(tower); map.AddMarker(thisTower, country.sphereCenter, 0.15f, false, 0, true); } } // Center on Paris map.FlyToCity(map.GetCity("France", "Paris")); }
void Start() { // Get a reference to the World Map API: map = WorldMapGlobe.instance; #if LIGHTSPEED Camera.main.fieldOfView = 180; animatingField = true; #endif map.earthInvertedMode = false; // UI Setup - non-important, only for this demo labelStyle = new GUIStyle(); labelStyle.alignment = TextAnchor.MiddleCenter; labelStyle.normal.textColor = Color.white; labelStyleShadow = new GUIStyle(labelStyle); labelStyleShadow.normal.textColor = Color.black; buttonStyle = new GUIStyle(labelStyle); buttonStyle.alignment = TextAnchor.MiddleLeft; buttonStyle.normal.background = Texture2D.whiteTexture; buttonStyle.normal.textColor = Color.white; colorPicker = gameObject.GetComponent <ColorPicker> (); sliderStyle = new GUIStyle(); sliderStyle.normal.background = Texture2D.whiteTexture; sliderStyle.fixedHeight = 4.0f; sliderThumbStyle = new GUIStyle(); sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("thumb"); sliderThumbStyle.overflow = new RectOffset(0, 0, 8, 0); sliderThumbStyle.fixedWidth = 20.0f; sliderThumbStyle.fixedHeight = 12.0f; // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); // Some example commands below // map.ToggleCountrySurface("Brazil", true, Color.green); // map.ToggleCountrySurface(35, true, Color.green); // map.ToggleCountrySurface(33, true, Color.green); // map.FlyToCountry(33); // map.FlyToCountry("Brazil"); // map.navigationTime = 0; // jump instantly to next country // map.FlyToCountry ("India"); /* Register events: this is optionally but allows your scripts to be informed instantly as the mouse enters or exits a country, province or city */ map.OnCityEnter += (int cityIndex) => Debug.Log("Entered city " + map.cities [cityIndex].name); map.OnCityExit += (int cityIndex) => Debug.Log("Exited city " + map.cities [cityIndex].name); map.OnCityClick += (int cityIndex) => Debug.Log("Clicked city " + map.cities [cityIndex].name); map.OnCountryEnter += (int countryIndex, int regionIndex) => Debug.Log("Entered country " + map.countries [countryIndex].name); map.OnCountryExit += (int countryIndex, int r1024egionIndex) => Debug.Log("Exited country " + map.countries [countryIndex].name); map.OnCountryClick += (int countryIndex, int regionIndex) => Debug.Log("Clicked country " + map.countries [countryIndex].name); map.OnProvinceEnter += (int provinceIndex, int regionIndex) => Debug.Log("Entered province " + map.provinces [provinceIndex].name); map.OnProvinceExit += (int provinceIndex, int regionIndex) => Debug.Log("Exited province " + map.provinces [provinceIndex].name); map.OnProvinceClick += (int provinceIndex, int regionIndex) => Debug.Log("Clicked province " + map.provinces [provinceIndex].name); map.OnClick += (sphereLocation, mouseButtonIndex) => Debug.Log("Clicked on sphere position " + sphereLocation); }
void Start() { labelStyle = new GUIStyle(); labelStyle.normal.textColor = Color.white; // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); // Get map instance to Globe API methods map = WorldMapGlobe.instance; }
void Start() { // Get a reference to the World Map API: map = WorldMapGlobe.instance; // UI Setup - non-important, only for this demo labelStyle = new GUIStyle(); labelStyle.alignment = TextAnchor.MiddleLeft; labelStyle.normal.textColor = Color.white; // setup GUI resizer - only for the demo GUIResizer.Init(800, 500); }
void Start() { labelStyle = new GUIStyle(); labelStyle.alignment = TextAnchor.MiddleCenter; labelStyle.normal.textColor = Color.white; labelStyleShadow = new GUIStyle(labelStyle); labelStyleShadow.normal.textColor = Color.black; GUIResizer.Init(800, 500); tweet_icon = GameObject.Find("twitter"); map = WorldMapGlobe.instance; Tweet[] tweets = getTweetData(); foreach (Tweet tweet in tweets) { TweetObject obj = new TweetObject(tweet); tweetObjects.Add(obj); addMarker(obj); } }