Example #1
0
        public static void RunChunkUpdate(Vector3 playerPosition, bool autoGenerateTerrain)
        {
            incrementX = defaultTerrain.GetUnityObject().gameObject.GetComponent <MeshFilter>().sharedMesh.bounds.size.x;
            incrementZ = defaultTerrain.GetUnityObject().gameObject.GetComponent <MeshFilter>().sharedMesh.bounds.size.z;
            Vector2 playerPositionRounded = new Vector2((Mathf.Round(playerPosition.x / incrementX) * incrementX) / incrementX, (Mathf.Round(playerPosition.z / incrementZ) * incrementZ) / incrementZ);

            if (lastPosition != null)
            {
                if (playerPositionRounded == lastPosition)
                {
                    return;
                }
            }

            if (!isInitialized)
            {
                throw new Exception("Chunk update reqeusted without proper initialization!");
            }

            for (float I = playerPositionRounded.x - 1.0f; I <= playerPositionRounded.x + 1.0f; I++)
            {
                for (float J = playerPositionRounded.y - 1.0f; J <= playerPositionRounded.y + 1.0f; J++)
                {
                    if (!activeChunks.ContainsKey(new Vector2(I, J)))
                    {
                        GameObject    terObj     = (GameObject)GameObject.Instantiate(defaultTerrain.GetUnityObject(), new Vector3(I * incrementX, 0, J * incrementZ), Quaternion.identity);
                        InfiniTerrain newTerrain = new InfiniTerrain(terObj);
                        Chunk         newChunk   = new Chunk(newTerrain, new Biome(128.0f, 16.0f, 32.0f), new Vector2(I, J));
                        if (autoGenerateTerrain)
                        {
                            newChunk.GenerateTerrain();
                        }
                        activeChunks.Add(new Vector2(I, J), newChunk);
                    }
                }
            }

            Vector2 playMoveDir = playerPositionRounded - lastPosition.GetValueOrDefault();

            playMoveDir.Normalize();

            if (playMoveDir == Vector2.up)
            {
                for (int K = (int)playerPositionRounded.x - 1; K <= playerPositionRounded.x + 1; K++)
                {
                    Vector2 nextToTest = new Vector2(K, playerPositionRounded.y - 2);

                    if (activeChunks.ContainsKey(nextToTest))
                    {
                        GameObject.Destroy(activeChunks[nextToTest].GetTerrainObject().GetUnityObject());
                        activeChunks.Remove(nextToTest);
                    }
                }
            }

            if (playMoveDir == Vector2.down)
            {
                for (int K = (int)playerPositionRounded.x - 1; K <= playerPositionRounded.x + 1; K++)
                {
                    Vector2 nextToTest = new Vector2(K, playerPositionRounded.y + 2);

                    if (activeChunks.ContainsKey(nextToTest))
                    {
                        GameObject.Destroy(activeChunks[nextToTest].GetTerrainObject().GetUnityObject());
                        activeChunks.Remove(nextToTest);
                    }
                }
            }

            if (playMoveDir == Vector2.left)
            {
                for (int K = (int)playerPositionRounded.y - 1; K <= playerPositionRounded.y + 1; K++)
                {
                    Vector2 nextToTest = new Vector2(playerPositionRounded.x + 2, K);

                    if (activeChunks.ContainsKey(nextToTest))
                    {
                        GameObject.Destroy(activeChunks[nextToTest].GetTerrainObject().GetUnityObject());
                        activeChunks.Remove(nextToTest);
                    }
                }
            }

            if (playMoveDir == Vector2.right)
            {
                for (int K = (int)playerPositionRounded.y - 1; K <= playerPositionRounded.y + 1; K++)
                {
                    Vector2 nextToTest = new Vector2(playerPositionRounded.x - 2, K);

                    if (activeChunks.ContainsKey(nextToTest))
                    {
                        GameObject.Destroy(activeChunks[nextToTest].GetTerrainObject().GetUnityObject());
                        activeChunks.Remove(nextToTest);
                    }
                }
            }

            lastPosition = playerPositionRounded;
        }
Example #2
0
 public static void Initialize(InfiniTerrain terrainObject)
 {
     defaultTerrain = terrainObject;
     isInitialized  = true;
 }