Ejemplo n.º 1
0
        /// <summary>
        /// Updates the fog chunk states. The chunk will update its buffer and texture once at the start.
        /// It will then be in the idle state and check for revealers within its bounds moving.
        /// If a revealer within its bounds changes position, it will then update the buffer and texture.
        /// This avoids needless buffer and texture updating when nothing in the fog of war chunk has changed.
        /// </summary>
        protected void Update()
        {
            if (!chunkActive)
            {
                return;
            }

            if (clampBlendFactor)
            {
                if (textureBlendTime > 0f)
                {
                    blendFactor = Mathf.Clamp01(blendFactor + Time.deltaTime / textureBlendTime);
                }
                else
                {
                    blendFactor = 1f;
                }
            }

            //will it blend?
            if (fogState == MangoFogState.Blending)
            {
                float time = Time.time;
                if (nextUpdate < time)
                {
                    nextUpdate = time + updateFrequency;
                    fogState   = MangoFogState.NeedUpdate;
                }
            }
            //the buffer was updated, update the texture
            else if (fogState != MangoFogState.NeedUpdate)
            {
                UpdateTexture();
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Update the specified texture with the new color buffer.
        /// </summary>
        protected void UpdateTexture()
        {
            if (!chunkActive)
            {
                return;
            }

            if (fogTexture == null)
            {
                // Native ARGB format is the fastest as it involves no data conversion
                fogTexture          = new Texture2D(textureSize, textureSize, TextureFormat.ARGB32, false);
                fogTexture.wrapMode = TextureWrapMode.Clamp;
                fogTexture.SetPixels32(buffer0);
                fogTexture.filterMode = MangoFogInstance.Instance.fogFilterMode;
                fogTexture.Apply();
                fogState = MangoFogState.Blending;
            }
            else if (fogState == MangoFogState.UpdateTexture)
            {
                fogTexture.SetPixels32(buffer0);
                fogTexture.Apply();
                blendFactor = 0f;
                fogState    = MangoFogState.Blending;
            }

            //let it blend until the chunk needs to be updated again
            //changeStates[chunkID] = 0;
        }
Ejemplo n.º 3
0
        public void StartChunk()
        {
            //buffer update at the start
            changeStates[chunkID] = 1;
            fogState = MangoFogState.Blending;

            //enables the system to start updating
            chunkActive = true;

            // creates a new thread for this chunk
            fogThread = new Thread(() => UpdateThread(chunkID));
            doThread  = true;
            fogThread.Start();
        }
Ejemplo n.º 4
0
        /// <summary>
        /// If it's time to update, do so now.
        /// </summary>
        protected void UpdateThread(int chunkID)
        {
            System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
            int cid = chunkID;

            while (doThread)
            {
                //make sure the buffer needs updating and revealer changes were made
                if (fogState == MangoFogState.NeedUpdate)
                {
                    sw.Reset();
                    sw.Start();
                    UpdateBuffer();
                    sw.Stop();
                    elapsed = 0.001f * (float)sw.ElapsedMilliseconds;
                    //buffer was updated, update the texture
                    fogState = MangoFogState.UpdateTexture;
                }
                Thread.Sleep(1);
            }
                        #if UNITY_EDITOR
            Debug.Log("The thread has exited.");
                        #endif
        }