public Chunk(Vector3 pos, Material c, Material t)
    {
        chunk = new GameObject(World.BuildChunkName(pos));
        chunk.transform.position = pos;

        if ((int)pos.y < 65)
        {
            fluid = new GameObject(World.BuildChunkName(pos) + "_F");
            fluid.transform.position = pos;
        }
        else
        {
            fluid = null;
        }

        mb = chunk.AddComponent <ChunkMB>();
        mb.SetOwner(this);

        cubeMat  = c;
        fluidMat = t;

        changed      = false;
        treesCreated = false;

        BuildChunk();
    }
Example #2
0
 // Use this for initialization
 public Chunk(Vector3 position, Material c)
 {
     chunk = new GameObject(World.BuildChunkName(position));
     chunk.transform.position = position;
     mb = chunk.AddComponent <ChunkMB>();
     mb.SetOwner(this);
     cubeMaterial = c;
     BuildChunk();
 }
Example #3
0
 // Use this for initialization
 public Chunk(Vector3 position, Material c, Material t)
 {
     chunk = new GameObject(World.BuildChunkName(position));
     chunk.transform.position = position;
     mb    = chunk.AddComponent <ChunkMB>();
     fluid = new GameObject(World.BuildChunkName(position) + "_F");
     fluid.transform.position = position;
     cubeMaterial             = c;
     fluidMaterial            = t;
     BuildChunk();
 }
    public Chunk(Vector3 position, Material mat, Material trans)
    {
        chunk = new GameObject(World.BuildChunkName(position));
        chunk.transform.position = position;
        fluid = new GameObject(World.BuildChunkName(position) + "_F");
        fluid.transform.position = position;

        mb = chunk.AddComponent <ChunkMB>();
        mb.SetOwner(this);
        cubeMaterial  = mat;
        fluidMaterial = trans;
        BuildChunk();
    }
Example #5
0
  /// <summary>
  /// Initializes a chunk by providing a position, a material for blocks and a material for partially transparent blocks.
  /// </summary>
  /// <param name="position">Position of the chunk</param>
  /// <param name="c">The material for the solid blocks of the chunk</param>
  /// <param name="t">The material for the transparent blocks of the chunk</param>
  public Chunk(Vector3 position, Material c, Material t)
  {
      // Create GameObjects holding the chunk's meshes
      chunk = new GameObject(World.BuildChunkName(position));                   // solid chunk mesh, e.g. dirt blocks
      chunk.transform.position = position;
      fluid = new GameObject(World.BuildChunkName(position) + "_F");            // transparent chunk mesh, e.g. water blocks
      fluid.transform.position = position;

      mb = chunk.AddComponent <ChunkMB>();                                      // Adds the chunk's Monobehaviour
      mb.SetOwner(this);
      cubeMaterial  = c;
      fluidMaterial = t;
      BuildChunk();                                                             // Start building the chunk
  }
Example #6
0
    public Chunk(Vector3 position, Material chunkMat, Material fluidMat)
    {
        chunk = new GameObject(World.BuildChunkName(position));
        chunk.transform.position = position;

        fluid = new GameObject(World.BuildChunkName(position) + "_F");
        fluid.transform.position = position;

        chunkMB = chunk.AddComponent <ChunkMB>();
        chunkMB.SetOwner(this);
        chunkMaterial = chunkMat;
        fluidMaterial = fluidMat;

        BuildChunk();
    }
Example #7
0
	// Use this for initialization
	public Chunk (Vector3 position, Material c, Material t) {
		chunk = new GameObject (World.BuildChunkName(position));
		/*var newFlags = StaticEditorFlags.LightmapStatic | StaticEditorFlags.OccluderStatic | StaticEditorFlags.OccludeeStatic | StaticEditorFlags.BatchingStatic | StaticEditorFlags.NavigationStatic | StaticEditorFlags.OffMeshLinkGeneration;
		GameObjectUtility.SetStaticEditorFlags (chunk, newFlags);
		GameObjectUtility.SetStaticEditorFlags (chunk, GameObjectUtility.GetStaticEditorFlags (chunk) | StaticEditorFlags.NavigationStatic);
		*/
		chunk.transform.position = position;
		fluid = new GameObject (World.BuildChunkName(position) + "_F");
		fluid.transform.position = position;
		mb = chunk.AddComponent<ChunkMB> ();
		fluid.gameObject.tag = "Water";
		(fluid.gameObject.AddComponent<NavMeshObstacle> ()).carving=true;
		//meshSurface = chunk.AddComponent<NavMeshSurface>();
		
		mb.SetOwner (this);
		cubeMaterial = c;
		fluidMaterial = t;
		BuildChunk ();
	}