Example #1
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);
    }
Example #2
0
 public void Release()
 {
     // lock (m_Lock)
     // {
     if (m_MaskTexture != null)
     {
         m_MaskTexture.Release();
     }
     m_MaskTexture = null;
     m_MapData     = null;
     m_CalculaterBase.Release();
     m_CalculaterBase = null;
     // m_FOVCalculator = null;
     // }
     // m_Lock = null;
 }
Example #3
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);
    }
Example #4
0
 public void SetMapData(IFOWMapData mapData)
 {
     Debug.Log(mapData.GetType());
     this.m_MapData = mapData;
 }