Example #1
0
    private void UpdateVisableChunks()
    {
        HashSet <Vector2> alreadyUpdatedChunkCoords = new HashSet <Vector2>();

        for (int i = _visibleTerrainChunks.Count - 1; i >= 0; i--)
        {
            alreadyUpdatedChunkCoords.Add(_visibleTerrainChunks[i].Coord);
            _visibleTerrainChunks[i].UpdateTerrainChunk();
        }

        int currentChunkCoordX = Mathf.RoundToInt(_viewerPosition.x / _meshWorldSize);
        int currentChunkCoordY = Mathf.RoundToInt(_viewerPosition.y / _meshWorldSize);

        for (int yOffset = -_chunksVisableInViewDist; yOffset <= _chunksVisableInViewDist; yOffset++)
        {
            for (int xOffset = -_chunksVisableInViewDist; xOffset <= _chunksVisableInViewDist; xOffset++)
            {
                Vector2 viewedChunkCoord = new Vector2(currentChunkCoordX + xOffset, currentChunkCoordY + yOffset);

                if (!alreadyUpdatedChunkCoords.Contains(viewedChunkCoord))
                {
                    if (_terrainChunkDictionary.ContainsKey(viewedChunkCoord))
                    {
                        _terrainChunkDictionary[viewedChunkCoord].UpdateTerrainChunk();
                    }
                    else
                    {
                        TerrainChunk newChunk = new TerrainChunk(viewedChunkCoord, _heightMapSettings, _meshSettings, _detailLevelsHolder[_detailLevelIndex]._levelOfDetail, _colliderLODIndex, transform, _viewer, _mapMaterial, _biome, _textureSettings, _groundLayer);

                        //Make mapchunk
                        MapGenerator.AddChunkToMap(viewedChunkCoord);

                        _terrainChunkDictionary.Add(viewedChunkCoord, newChunk);
                        newChunk.onVisibilityChanged += OnTerrainChunkVisibilityChanged;
                        newChunk.Load();
                    }
                }
            }
        }
    }