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m_BoolArgument: 0
m_CallState: 2
m_TypeName: UnityEngine.EventSystems.EventTrigger+TriggerEvent, UnityEngine.UI,
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delegates: []
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MonoBehaviour:
m_ObjectHideFlags: 1
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m_Offset: {x: 0, y: 0}
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AnimatorStateTransition:
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m_PrefabInternal: {fileID: 0}
m_Name:
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m_InterruptionSource: 0
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--- !u!1102 &110278434
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m_PrefabInternal: {fileID: 0}
m_Name: Scene
m_Name: GearsRotate
m_Speed: 1
m_CycleOffset: 0
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@@ -60,7 +60,7 @@ AnimatorState:
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m_CycleOffsetParameterActive: 0
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m_Motion: {fileID: 7400002, guid: 49928683134b681418841bd23cb800c6, type: 3}
m_Tag:
m_SpeedParameter:
m_MirrorParameter:
@@ -74,16 +74,16 @@ AnimatorStateMachine:
m_Name: Base Layer
m_ChildStates:
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m_State: {fileID: 110278434}
m_Position: {x: 504, y: 156, z: 0}
m_ChildStateMachines: []
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m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
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m_EntryPosition: {x: 408, y: -60, z: 0}
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: 110219806}
m_DefaultState: {fileID: 110278434}
@@ -60,7 +60,7 @@ AnimatorState:
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m_CycleOffsetParameterActive: 0
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m_Motion: {fileID: 7400002, guid: 7fb9ca66fdfa2314e98946662ea7a781, type: 3}
m_Tag:
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@@ -82,7 +82,7 @@ AnimatorStateMachine:
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m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
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m_AnyStatePosition: {x: 264, y: 48, z: 0}
m_EntryPosition: {x: 408, y: -60, z: 0}
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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minimapCamera: {fileID: 1888068640}
minimapBoxCamera: {fileID: 0}
Minimap: {fileID: 2091294265}
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fowMinimap: {fileID: 0}
canvas: {fileID: 1271119690}
cameraRotation: {x: 0, y: 0, z: 0}
cameraDistance: 0
minmapcampos: {x: 0, y: 0, z: 0}
NWcornerDot: {fileID: 719209057}
NEcornerDot: {fileID: 719209056}
SWcornerDot: {fileID: 719209055}
SEcornerDot: {fileID: 719209054}
corners: []
minimapRevealTexture: {fileID: 0}
minimapMask: {fileID: 0}
--- !u!1001 &488970260
Prefab:
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m_Father: {fileID: 0}
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m_RootOrder: 31
--- !u!1 &604122802
GameObject:
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@@ -1270,12 +1303,90 @@ RectTransform:
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m_Father: {fileID: 0}
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m_RootOrder: 12
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m_PrefabParentObject: {fileID: 163504, guid: bb7b7440eda80c9448000dab2d803eea, type: 2}
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m_PrefabParentObject: {fileID: 158972, guid: bb7b7440eda80c9448000dab2d803eea, type: 2}
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m_PrefabInternal: {fileID: 719209053}
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Prefab:
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m_Father: {fileID: 0}
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--- !u!4 &936689683 stripped
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@@ -1616,6 +1727,10 @@ Prefab:
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m_ParentPrefab: {fileID: 100100000, guid: 602cbbc66ab2b1b4785ca5c4574635b3, type: 2}
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@@ -2102,14 +2217,10 @@ Prefab:
propertyPath: m_RootOrder
value: 1
objectReference: {fileID: 0}
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value:
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value: ToggleCanvasConst
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Canvas:
m_PrefabParentObject: {fileID: 22333998, guid: 5535322ac0913b14992afc5f1fc2a375,
type: 2}
m_PrefabInternal: {fileID: 1680272494}
--- !u!1001 &1275438654
Prefab:
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@@ -3598,7 +3714,41 @@ Prefab:
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MonoBehaviour:
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Camera:
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@@ -1,8 +1,11 @@
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;

public class FloatingFortress : Building {

ShowCanvas showCanvasScript = GameObject.Find("UI").GetComponentInChildren<ShowCanvas>();

// Use this for initialization
new void Start ()
{
@@ -18,4 +21,10 @@ public class FloatingFortress : Building {
base.Update();
AstarPath.active.UpdateGraphs(GetComponent<BoxCollider>().bounds);
}

public void OnPointerDown(PointerEventData eventData)
{
showCanvasScript.ToggleCanvasConst();
//doesn't work, need to get this work to get the thing optimized
}
}
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@@ -0,0 +1,122 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class NewMinimapScript : MonoBehaviour
{

private Vector3 NW;
private Vector3 NE;
private Vector3 SW;
private Vector3 SE;

public GameObject cameraObj;
public Camera minimapCamera;
public Camera minimapBoxCamera;
public GameObject Minimap;
public float MapWidth;
public float MapHeight;
public GameObject fowMinimap;

public Canvas canvas;

public Vector3 cameraRotation;
public float cameraDistance;
public Vector3 minmapcampos;

public GameObject NWcornerDot;
public GameObject NEcornerDot;
public GameObject SWcornerDot;
public GameObject SEcornerDot;

public Vector3[] corners;

public Texture2D minimapRevealTexture;

public GameObject minimapMask;


FogOfWar _fog;
Texture2D _texture;
GUIStyle _panelStyle;


Camera _camera;
Transform _cameraTransform;


void Start()
{
_fog = GetComponent<FogOfWar>();
_camera = GetComponent<Camera>();
_cameraTransform = transform;

if (_texture == null)
{
_texture = new Texture2D(_fog.texture.width, _fog.texture.height);
_texture.wrapMode = TextureWrapMode.Clamp;
}
}

void FixedUpdate()
{
cameraDistance = Vector3.Distance(cameraObj.transform.position, cameraObj.GetComponent<MyCamera>().focusPoint.transform.position);

NE = Camera.main.ViewportToWorldPoint(new Vector3(0, 1, cameraDistance));
NEcornerDot.transform.position = new Vector3(NE.x, 20, NE.z);
NW = Camera.main.ViewportToWorldPoint(new Vector3(1, 1, cameraDistance));
NWcornerDot.transform.position = new Vector3(NW.x, 20, NW.z);
SW = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, cameraDistance));
SWcornerDot.transform.position = new Vector3(SW.x, 20, SW.z);
SE = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, cameraDistance));
SEcornerDot.transform.position = new Vector3(SE.x, 20, SE.z);

cameraRotation = cameraObj.transform.rotation.eulerAngles;
minimapCamera.transform.eulerAngles = new Vector3(90, cameraRotation.y, 0);
minimapBoxCamera.transform.eulerAngles = new Vector3(90, cameraRotation.y, 0);
fowMinimap.transform.eulerAngles = new Vector3(0, 0, cameraRotation.y);
GameObject.Find("MinimapFocusBox").transform.eulerAngles = cameraRotation;


}

public void MinimapClick()
{

Vector3 mousePos = (Input.mousePosition);
Vector2 minimapPos = Minimap.transform.position;

//Get the 4 corners (in world space) of the raw image gameobject's rect transform on the GUI
corners = new Vector3[4];
Minimap.GetComponent<RectTransform>().GetWorldCorners(corners);
Rect newRect = new Rect(corners[0], corners[2] - corners[0]);


//Get the pixel offset amount from the current mouse position to the left edge of the minimap
//rect transform. And likewise for the y offset position.
float xPositionDeltaPoint = Input.mousePosition.x - newRect.x;
float yPositionDeltaPoint = Input.mousePosition.y - newRect.y;

minmapcampos = minimapCamera.ViewportToWorldPoint(new Vector3(xPositionDeltaPoint / newRect.width, yPositionDeltaPoint / newRect.height, 0f));
cameraObj.GetComponent<MyCamera>().status = MyCameraStatusEnum.MANUAL;
cameraObj.transform.position = new Vector3(minmapcampos.x + 20f, cameraObj.transform.position.y, minmapcampos.z - 40f);

}

void OnGUI()
{

byte[] original = _fog.texture.GetRawTextureData();
Color32[] pixels = new Color32[original.Length];
for (int i = 0; i < pixels.Length; ++i)
pixels[i] = original[i] < 255 ? new Color32(20, 20, 20, 0) : new Color32(0, 0, 0, 255);
minimapRevealTexture.SetPixels32(pixels);
minimapRevealTexture.Apply();



}


}

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@@ -38,7 +38,7 @@ TagManager:
- TempBuilding
- ResourceMine
- DangerZone
-
- MinimapFocusBox
-
-
-
329 fmod.log

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@@ -7,7 +7,7 @@

[LOG] OutputWASAPI::init : Mix Format (WAVEFORMATEX): wFormatTag=0xFFFE, nChannels=2, nSamplesPerSec=48000, nAvgBytesPerSec=384000, nBlockAlign=8, wBitsPerSample=32, cbSize=22.
[LOG] OutputWASAPI::init : Mix Format (WAVEFORMATEXTENSIBLE): wValidBitsPerSample=32, dwChannelMask=0x00000003, SubFormat=00000003-0000-0010-8000-00AA00389B71.
[LOG] OutputWASAPI::init : Output buffer size: 4096 samples, latency: 10.67ms, period: 10.00ms, DSP buffer: 1024 * 4
[LOG] OutputWASAPI::init : Output buffer size: 4096 samples, latency: 0.00ms, period: 10.00ms, DSP buffer: 1024 * 4
[LOG] Thread::initThread : Initializing FMOD mixer thread. priority 3
[LOG] Thread::initThread : - Stacksize 49152. Stack pointer 0000000000000000 : usesemaphore = 0 : sleeptime = 0
[LOG] Thread::callback : * FMOD mixer thread started