Beispiel #1
0
        void UpdateVisibleChunks()
        {
            HashSet <Vector2> alreadyUpdatedChunkCoords = new HashSet <Vector2> ();

            for (int i = visibleTerrainChunks.Count - 1; i >= 0; i--)
            {
                alreadyUpdatedChunkCoords.Add(visibleTerrainChunks [i].coord);
                visibleTerrainChunks [i].UpdateTerrainChunk();
            }

            int currentChunkCoordX = Mathf.RoundToInt(viewerPosition.x / meshWorldSize);
            int currentChunkCoordY = Mathf.RoundToInt(viewerPosition.y / meshWorldSize);

            for (int yOffset = -chunksVisibleInViewDst; yOffset <= chunksVisibleInViewDst; yOffset++)
            {
                for (int xOffset = -chunksVisibleInViewDst; xOffset <= chunksVisibleInViewDst; xOffset++)
                {
                    Vector2 viewedChunkCoord = new Vector2(currentChunkCoordX + xOffset, currentChunkCoordY + yOffset);
                    if (!alreadyUpdatedChunkCoords.Contains(viewedChunkCoord))
                    {
                        if (terrainChunkDictionary.ContainsKey(viewedChunkCoord))
                        {
                            terrainChunkDictionary [viewedChunkCoord].UpdateTerrainChunk();
                        }
                        else
                        {
                            TerrainChunk newChunk = new TerrainChunk(viewedChunkCoord, heightMapSettings, meshSettings, detailLevels, colliderLODIndex, transform, viewer, mapMaterial);
                            terrainChunkDictionary.Add(viewedChunkCoord, newChunk);
                            newChunk.onVisibilityChanged += OnTerrainChunkVisibilityChanged;
                            newChunk.Load();
                        }
                    }
                }
            }
        }
Beispiel #2
0
 void OnTerrainChunkVisibilityChanged(TerrainChunk chunk, bool isVisible)
 {
     if (isVisible)
     {
         visibleTerrainChunks.Add(chunk);
     }
     else
     {
         visibleTerrainChunks.Remove(chunk);
     }
 }