Example #1
0
    public void UpdateCubeConfig(List <AdaptableBlock> blocks)
    {
        config.SetAllTo(BlockSetting.Empty);

        for (int i = 0; i < blocks.Count; i++)
        {
            if (blocks[i].gameObject.activeSelf)
            {
                AdaptableBlock other = blocks[i];
                if ((other.scale >= scale) && (other != this))
                {
                    if ((other.config.role == MegavoxelRole.Solid) ||
                        (other.config.role == MegavoxelRole.Damaged && config.role == MegavoxelRole.Solid) ||
                        (other.config.role == MegavoxelRole.Decorative && config.role == MegavoxelRole.Damaged))
                    {
                        Vector3 dist      = new Vector3();
                        Vector3 dest      = other.transform.position;
                        Vector3 mi        = transform.position;
                        int     destScale = other.scale;
                        dist.x = (dest.x + destScale / 2) - (mi.x + scale / 2);
                        dist.z = (dest.z + destScale / 2) - (mi.z + scale / 2);
                        dist.y = (dest.y + destScale / 2) - (mi.y + scale / 2);
                        int touchDist = (destScale + scale) / 2;
                        if ((touchDist >= Mathf.Abs(dist.x)) && (touchDist >= Mathf.Abs(dist.z)) && (touchDist >= Mathf.Abs(dist.y)))
                        {
                            dist  = other.transform.position - transform.position;//.DistanceV3To(other._dta.pos);
                            dist /= scale;
                            int wid = other.scale / scale;

                            for (int x = 0; x < wid; x++)
                            {
                                for (int y = 0; y < wid; y++)
                                {
                                    for (int z = 0; z < wid; z++)
                                    {
                                        config.AssignValue(x + (int)dist.x, y + (int)dist.y, z + (int)dist.z, BlockSetting.Full);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
Example #2
0
    public bool EmptySpace(Vector3 at, float scale, List <AdaptableBlock> blocks)
    {
        Vector3 tmp = MyMath.FloorDiv(at, (int)scale);

        for (int i = 0; i < blocks.Count; i++)
        {
            if (blocks[i].gameObject.activeSelf)
            {
                AdaptableBlock other = blocks[i];
                if (AddAptCollidedWith(tmp, other.scale, scale))
                {
                    return(false);
                }
            }
        }


        return(true);
    }