Beispiel #1
0
    public void AddBlock(RaycastHit hitInfo, Vector3 direction, bool trueLocation, int blockType)
    {
        Vector3 hitInLocalSpace = transform.InverseTransformPoint(hitInfo.point - direction.normalized * .001f);
        int     xCoord          = (int)hitInLocalSpace.x;
        int     yCoord          = (int)hitInLocalSpace.y;
        int     zCoord          = (int)hitInLocalSpace.z;

        if (hitInLocalSpace.x % 1 > .5f)
        {
            xCoord++;
        }
        if (hitInLocalSpace.y % 1 > .5f)
        {
            yCoord++;
        }
        if (hitInLocalSpace.z % 1 > .5f)
        {
            zCoord++;
        }

        // Debug.Log("x: " + xCoord + ", Y: " + yCoord + "Z: " + zCoord);

        //check if added in next chunk.
        if (xCoord > 15 && !trueLocation)
        {
            rightChunk.AddBlock(hitInfo, direction, true, blockType);
            return;
        }
        if (hitInLocalSpace.x < 0 && !trueLocation)
        {
            leftChunk.AddBlock(hitInfo, direction, true, blockType);
            return;
        }
        if (zCoord > 15 && !trueLocation)
        {
            forwardChunk.AddBlock(hitInfo, direction, true, blockType);
            return;
        }
        if (hitInLocalSpace.z < 0 && !trueLocation)
        {
            backwardChunk.AddBlock(hitInfo, direction, true, blockType);
            return;
        }

        if (yCoord > 90)
        {
            return;
        }
        if (zCoord > 15)
        {
            zCoord = 15;
        }
        if (zCoord < 0)
        {
            zCoord = 0;
        }
        if (xCoord > 15)
        {
            xCoord = 15;
        }
        if (xCoord < 0)
        {
            xCoord = 0;
        }

        blockDataArr[xCoord, yCoord, zCoord]           = new BlockDataInternal();
        blockDataArr[xCoord, yCoord, zCoord].blockType = blockType;
        blockExistsArr[xCoord, yCoord, zCoord]         = true;

        //Check to see if any block will be hidden:
        BlockDataInternal addedBlock = blockDataArr[xCoord, yCoord, zCoord];

        addedBlock.visible = true;

        if (blockExistsArr[xCoord, yCoord - 1, zCoord]) //up
        {
            addedBlock.DownExists = true;
            blockDataArr[xCoord, yCoord - 1, zCoord].UpExists = true;
        }
        if (yCoord < 63 && blockExistsArr[xCoord, yCoord + 1, zCoord]) // down
        {
            addedBlock.UpExists = true;
            blockDataArr[xCoord, yCoord + 1, zCoord].DownExists = true;
        }

        if (xCoord > 0)
        {
            if (blockExistsArr[xCoord - 1, yCoord, zCoord]) // left
            {
                addedBlock.LeftExists = true;
                blockDataArr[xCoord - 1, yCoord, zCoord].RightExists = true;
            }
        }
        else
        {
            if (leftChunk.blockExistsArr[15, yCoord, zCoord])
            {
                addedBlock.LeftExists = true;
                leftChunk.blockDataArr[15, yCoord, zCoord].RightExists = true;
                leftChunk.HideInvisible();
            }
        }
        if (xCoord < 15) //right
        {
            if (blockExistsArr[xCoord + 1, yCoord, zCoord])
            {
                addedBlock.RightExists = true;
                blockDataArr[xCoord + 1, yCoord, zCoord].LeftExists = true;
            }
        }
        else
        {
            if (rightChunk.blockExistsArr[0, yCoord, zCoord])
            {
                addedBlock.RightExists = true;
                rightChunk.blockDataArr[0, yCoord, zCoord].LeftExists = true;
                rightChunk.HideInvisible();
            }
        }
        if (zCoord > 0)
        {
            if (blockExistsArr[xCoord, yCoord, zCoord - 1]) // backward
            {
                addedBlock.BackExists = true;
                blockDataArr[xCoord, yCoord, zCoord - 1].ForwardExists = true;
            }
        }
        else
        {
            if (backwardChunk.blockExistsArr[xCoord, yCoord, 15])
            {
                addedBlock.BackExists = true;
                backwardChunk.blockDataArr[xCoord, yCoord, 15].ForwardExists = true;
                backwardChunk.HideInvisible();
            }
        }

        if (zCoord < 15)
        {
            if (blockExistsArr[xCoord, yCoord, zCoord + 1]) // forward
            {
                addedBlock.ForwardExists = true;
                blockDataArr[xCoord, yCoord, zCoord + 1].BackExists = true;
            }
        }
        else
        {
            if (forwardChunk.blockExistsArr[xCoord, yCoord, 0])
            {
                addedBlock.ForwardExists = true;
                forwardChunk.blockDataArr[xCoord, yCoord, 0].BackExists = true;
                forwardChunk.HideInvisible();
            }
        }
        HideInvisible();
    }