Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        mapData = new int[mapSize, mapSize];
        for (int i = 0; i < mapSize; i++)
        {
            for (int j = 0; j < mapSize; j++)
            {
                mapData[i, j] = Random.Range(0, 100) < 2?1:0;
            }
        }
        for (int t = 0; t < 2; t++)
        {
            for (int i = 0; i < mapSize; i++)
            {
                for (int j = 0; j < mapSize; j++)
                {
                    if (mapData[i, j] == 0)
                    {
                        if (FOWTool.InMap(i + 1, j, mapSize, mapSize) && mapData[i + 1, j] == 1)
                        {
                            mapData[i, j] = Random.Range(0, 100) < 60? 1:0;
                        }
                        else if (FOWTool.InMap(i, j + 1, mapSize, mapSize) && mapData[i, j + 1] == 1)
                        {
                            mapData[i, j] = Random.Range(0, 100) < 60 ? 1 : 0;
                        }
                    }
                }
            }
        }

        map = new FOWMap();
        map.InitMap(mapData);
        playerPos = new int[] { mapSize / 2, mapSize / 2 };
    }
Beispiel #2
0
    private bool Init()
    {
        if (m_XSize <= 0 || m_ZSize <= 0 || m_TexWidth <= 0 || m_TexHeight <= 0)
        {
            return(false);
        }
        m_DeltaX    = m_XSize / m_TexWidth;
        m_DeltaZ    = m_ZSize / m_TexHeight;
        m_InvDeltaX = 1.0f / m_DeltaX;
        m_InvDeltaZ = 1.0f / m_DeltaZ;
        m_BeginPos  = m_CenterPosition - new Vector3(m_XSize * 0.5f, 0, m_ZSize * 0.5f);
        m_Renderer  = new FOWRenderer(effectMaterial, minimapRenderShader, m_CenterPosition, m_XSize, m_ZSize);
        m_Map       = new FOWMap(m_FogMaskType, m_BeginPos, m_XSize, m_ZSize, m_TexWidth, m_TexHeight, m_HeightRange);
        IFOWMapData md = gameObject.GetComponent <IFOWMapData>();

        if (md != null)
        {
            m_Map.SetMapData(md);
        }
        else
        {
            m_Map.SetMapData(new FOWMapData(m_TexHeight, m_TexHeight));
            m_Map.GenerateMapData(m_HeightRange);
        }

        if (minimapRenderShader != null)
        {
            m_GenerateMinimapMask = true;
        }
        return(true);
    }
Beispiel #3
0
    private bool Init()
    {
        m_XSize          = m_ZSize = 200;
        m_TexWidth       = m_TexHeight = 120;
        m_CenterPosition = new Vector3(100, 0.75f, 100);
        m_HeightRange    = 2;
        m_BlurOffset     = 0.005f;
        effectShader     = Resources.Load <Shader> ("FogOfWarEffect");
        blurShader       = Resources.Load <Shader> ("FogOfWarBlur");

        /*if (m_XSize <= 0 || m_ZSize <= 0 || m_TexWidth <= 0 || m_TexHeight <= 0)
         *  return false;*/
        if (effectShader == null || !effectShader.isSupported)
        {
            return(false);
        }
        m_Camera = gameObject.GetComponent <Camera>();
        if (m_Camera == null)
        {
            return(false);
        }
        m_Camera.depthTextureMode |= DepthTextureMode.Depth;
        m_DeltaX   = m_XSize / m_TexWidth;
        m_DeltaZ   = m_ZSize / m_TexHeight;
        m_BeginPos = m_CenterPosition - new Vector3(m_XSize / 2, 0, m_ZSize / 2);
        m_Renderer = new FOWRenderer(effectShader, blurShader, m_CenterPosition, m_XSize, m_ZSize, m_FogColor, m_BlurOffset, m_BlurInteration);
        m_Map      = new FOWMap(m_FogMaskType, m_BeginPos, m_XSize, m_ZSize, m_TexWidth, m_TexHeight, m_HeightRange);
        return(true);
    }
Beispiel #4
0
    public void Destroy()
    {
        if (m_Map != null)
        {
            m_Map.Release();
            m_Map = null;
        }

        if (m_Fowtexture != null)
        {
            m_Fowtexture.Release();
            m_Fowtexture = null;
        }
    }
Beispiel #5
0
 void OnDestroy()
 {
     if (m_Renderer != null)
     {
         m_Renderer.Release();
     }
     if (m_Map != null)
     {
         m_Map.Release();
     }
     if (m_FieldDatas != null)
     {
         m_FieldDatas.Clear();
     }
     m_FieldDatas = null;
     m_Renderer   = null;
     m_Map        = null;
     instance     = null;
 }
Beispiel #6
0
    private bool Init()
    {
        if (m_XSize <= 0 || m_ZSize <= 0 || m_TexWidth <= 0 || m_TexHeight <= 0)
        {
            return(false);
        }
        if (effectShader == null || !effectShader.isSupported)
        {
            return(false);
        }
        m_Camera = gameObject.GetComponent <Camera>();
        if (m_Camera == null)
        {
            return(false);
        }
        m_Camera.depthTextureMode |= DepthTextureMode.Depth;

        m_DeltaX    = m_XSize / m_TexWidth;
        m_DeltaZ    = m_ZSize / m_TexHeight;
        m_InvDeltaX = 1.0f / m_DeltaX;
        m_InvDeltaZ = 1.0f / m_DeltaZ;
        m_BeginPos  = m_CenterPosition - new Vector3(m_XSize * 0.5f, 0, m_ZSize * 0.5f);
        m_Renderer  = new FOWRenderer(effectShader, blurShader, minimapRenderShader, m_CenterPosition, m_XSize, m_ZSize, m_FogColor, m_BlurOffset, m_BlurInteration);
        m_Map       = new FOWMap(m_FogMaskType, m_BeginPos, m_XSize, m_ZSize, m_TexWidth, m_TexHeight, m_HeightRange);
        IFOWMapData md = gameObject.GetComponent <IFOWMapData>();

        if (md != null)
        {
            m_Map.SetMapData(md);
        }
        else
        {
            m_Map.SetMapData(new FOWMapData(m_TexWidth, m_TexHeight));
            m_Map.GenerateMapData(m_HeightRange);
        }
        if (minimapRenderShader != null)
        {
            m_GenerateMinimapMask = true;
        }
        return(true);
    }
Beispiel #7
0
 private bool Init()
 {
     if (m_XSize <= 0 || m_ZSize <= 0 || m_TexWidth <= 0 || m_TexHeight <= 0)
     {
         return(false);
     }
     if (effectShader == null || !effectShader.isSupported)
     {
         return(false);
     }
     m_Camera = gameObject.GetComponent <Camera>();
     if (m_Camera == null)
     {
         return(false);
     }
     m_Camera.depthTextureMode |= DepthTextureMode.Depth;
     m_DeltaX   = m_XSize / m_TexWidth;
     m_DeltaZ   = m_ZSize / m_TexHeight;
     m_BeginPos = m_CenterPosition - new Vector3(m_XSize / 2, 0, m_ZSize / 2);
     m_Renderer = new FOWRenderer(effectShader, blurShader, m_CenterPosition, m_XSize, m_ZSize, m_FogColor, m_BlurOffset, m_BlurInteration);
     m_Map      = new FOWMap(m_FogMaskType, m_BeginPos, m_XSize, m_ZSize, m_TexWidth, m_TexHeight, m_HeightRange);
     return(true);
 }
Beispiel #8
0
    public void Init(FOWData data = null)
    {
        if (data != null)
        {
            m_FOWData = data;
        }

        if (m_Fowtexture == null ||
            m_Fowtexture.width != texWidth ||
            m_Fowtexture.height != texHeight)
        {
            if (m_Fowtexture != null)
            {
                Object.DestroyImmediate(m_Fowtexture);
                m_Fowtexture = null;
            }

            m_Fowtexture            = new RenderTexture(texWidth, texHeight, 0, RenderTextureFormat.ARGB32);
            m_Fowtexture.wrapMode   = TextureWrapMode.Clamp;
            m_Fowtexture.filterMode = FilterMode.Bilinear;
            m_Fowtexture.Create();
        }

        if (m_BlurMaterial == null)
        {
            m_BlurMaterial = new Material(Shader.Find("Hidden/FOWBlur"));
        }

        // Generate map data
        if (m_Map == null)
        {
            m_Map = new FOWMap(data);
        }

        m_TextureTexelSize = new Vector2(1.0f / texWidth, 1.0f / texHeight);
    }