Example #1
0
        private void DrawChunkRectangle(BlockTerrain blockTerrain)
        {
            var pos = blockTerrain.gameObject.transform.position;

            for (int j = 0; j < blockTerrain.depth; j++)
            {
                for (int i = 0; i < blockTerrain.width; i++)
                {
                    Vector3[] verts = new Vector3[]
                    {
                        new Vector3(pos.x + i * 16, pos.y, pos.z + j * 16),
                        new Vector3(pos.x + (i + 1) * 16, pos.y, pos.z + j * 16),
                        new Vector3(pos.x + (i + 1) * 16, pos.y, pos.z + (j + 1) * 16),
                        new Vector3(pos.x + i * 16, pos.y, pos.z + (j + 1) * 16),
                    };
                    if ((i % 2 == 0 && j % 2 != 0) || (i % 2 != 0 && j % 2 == 0))
                    {
                        Handles.DrawSolidRectangleWithOutline(verts, new Color(1f, 1f, 1f, 0.1f),
                                                              new Color(1f, 1f, 1f, 0.2f));
                    }
                    else
                    {
                        Handles.DrawSolidRectangleWithOutline(verts, new Color(1f, 1f, 1f, 0.01f),
                                                              new Color(1f, 1f, 1f, 0.2f));
                    }
//                        Handles.DrawSolidRectangleWithOutline(verts, new Color(1f, 1f, 1f, 0.1f), new Color(0f, 1f, 0f, 1f));
                }
            }
        }
Example #2
0
 private void OnEnable()
 {
     _terrain = (BlockTerrain)target;
     if (_terrain != null)
     {
         _terrainData = _terrain.data;
     }
 }
Example #3
0
        private void DrawMapCube(BlockTerrain blockTerrain)
        {
            var pos    = blockTerrain.gameObject.transform.position;
            var center = new Vector3();

            center.x = pos.x + blockTerrain.width / 2 * 16;
            center.y = pos.y;
            center.z = pos.z + blockTerrain.depth / 2 * 16;
            Handles.DrawWireCube(center, new Vector3(blockTerrain.width * 16, 1, blockTerrain.depth * 16));
        }
Example #4
0
        private Bounds GetMapBounds(BlockTerrain blockTerrain)
        {
            var pos = blockTerrain.gameObject.transform.position;

            var    center = new Vector3(pos.x + blockTerrain.width / 2 * 16, 0.5f, pos.z + blockTerrain.depth / 2 * 16);
            var    size   = new Vector3(blockTerrain.width * 16, 1, blockTerrain.depth * 16);
            Bounds b      = new Bounds(center, size);

            return(b);
        }
Example #5
0
        private void DrawMapRectangle(BlockTerrain blockTerrain)
        {
            var pos = blockTerrain.gameObject.transform.position;

            Vector3[] verts = new Vector3[]
            {
                new Vector3(pos.x, pos.y, pos.z),
                new Vector3(pos.x + blockTerrain.width * 16, pos.y, pos.z),
                new Vector3(pos.x + blockTerrain.width * 16, pos.y, pos.z + blockTerrain.depth * 16),
                new Vector3(pos.x, pos.y, pos.z + blockTerrain.depth * 16),
            };
            Handles.DrawSolidRectangleWithOutline(verts, new Color(1f, 1f, 1f, 0.1f), new Color(0f, 1f, 0f, 1f));
        }
Example #6
0
        /// <summary>
        /// 异步创建chunk的网格
        /// </summary>
        /// <returns></returns>
        public IEnumerator CreateChunkMeshAsyn()
        {
            while (isWorking)
            {
                yield return(null);
            }

            isWorking = true;
            //获取图块地形组件
            if (terrain == null)
            {
                this.terrain = GetComponentInParent <BlockTerrain>();
            }
            //初始化截面数组
            sections = new Section[sectionCount];
            //初始化网格
            mesh = new Mesh();
            //设置索引格式,支持32位三角形索引
            mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
            //设置网格名字
            mesh.name = "chunk";
            for (int i = 0; i < sections.Length; i++)
            {
                sections[i] = new Section(i, terrain);
                sections[i].SetBlocks(this.data.sectionData[i]);
                yield return(StartCoroutine(sections[i].CreateSectionMeshAsyn()));
            }

            CombineInstance[] instances = new CombineInstance[sections.Length];
            for (int i = 0; i < sections.Length; i++)
            {
                instances[i]      = new CombineInstance();
                instances[i].mesh = sections[i].mesh;
                Vector3 pos = Vector3.zero;
                pos.y += i * 16 + 8;
                Quaternion rot   = Quaternion.identity;
                Vector3    scale = new Vector3(1, 1, 1);
                instances[i].transform = Matrix4x4.TRS(pos, rot, scale);
            }

            //组合mesh
            mesh.CombineMeshes(instances);
            mesh.RecalculateNormals();
            mesh.bounds = new Bounds(Vector3.zero, new Vector3(16, 256, 16));
            this.GetComponent <MeshFilter>().mesh         = mesh;
            this.GetComponent <MeshCollider>().sharedMesh = mesh;

            isWorking = false;
        }
Example #7
0
        public override void OnInspectorGUI()
        {
//            base.OnInspectorGUI();
            BlockTerrain blockTerrain = (BlockTerrain)target;
            var          data         = blockTerrain.data;

            data      = EditorGUILayout.ObjectField("Data", data, data.GetType()) as BlockTerrainData;
            data.name = EditorGUILayout.TextField("Name", data.name);
            EditorGUILayout.TextField("Version", data.version);
            data.width  = EditorGUILayout.IntField("Wdith(X)", data.width);
            data.height = EditorGUILayout.IntField("Height(Y)", data.height);
            data.depth  = EditorGUILayout.IntField("Depth(Z)", data.depth);

            GUILayout.BeginHorizontal();
            if (GUILayout.Button("创建地形", (GUIStyle)"ButtonLeft"))
            {
                //创建map的chunks
                MyTools.DeleteAllChildren(blockTerrain.transform);
                InitTerrainData();
                EditorCoroutineUtility.StartCoroutine(blockTerrain.LoadTerrainAsyn(), this);
            }
            if (GUILayout.Button("清空Mesh缓存", (GUIStyle)"ButtonMid"))
            {
                //创建map的chunks
                MyTools.DeleteAllChildren(blockTerrain.transform);
            }
            if (GUILayout.Button("更新Mesh", (GUIStyle)"ButtonRight"))
            {
                //blockTerrain.CreateRandomMap();
            }
            GUILayout.EndHorizontal();
            selectPanelIndex = GUILayout.Toolbar(selectPanelIndex, panelNames);
            if (panelNames[selectPanelIndex] == "笔刷")
            {
                this.DrawBrushesPanel(data);
            }
            else if (panelNames[selectPanelIndex] == "图块")
            {
                this.DrawBlocksPanel(data);
            }
            else if (panelNames[selectPanelIndex] == "图层")
            {
                this.DrawLayersPanel(data);
            }
            else if (panelNames[selectPanelIndex] == "设置")
            {
            }
        }
Example #8
0
        /// <summary>
        /// 为每个chunk绘制一个白色的线框
        /// </summary>
        /// <param name="blockTerrain"></param>
        private void DrawChunkCube(BlockTerrain blockTerrain)
        {
            var pos = blockTerrain.gameObject.transform.position;

            for (int i = 0; i < blockTerrain.width; i++)
            {
                for (int j = 0; j < blockTerrain.depth; j++)
                {
                    var center = new Vector3();
                    center.x = pos.x + i * 16 + 8;
                    center.y = pos.y;
                    center.z = pos.z + j * 16 + 8;
                    Handles.DrawWireCube(center, new Vector3(16, 16, 16));
                }
            }
        }
Example #9
0
        private List <ChunkBounds> CreateChunkBounds(BlockTerrain blockTerrain)
        {
            var chunksBounds = new List <ChunkBounds>();
            var pos          = blockTerrain.gameObject.transform.position;

            for (int j = 0; j < blockTerrain.depth; j++)
            {
                for (int i = 0; i < blockTerrain.width; i++)
                {
                    Bounds b = new Bounds();
                    b.center = new Vector3(pos.x + i * 16 + 8,
                                           pos.y + 0.5f,
                                           pos.z + j * 16 + 8);
                    //一层的高度,一个chunk的宽度和深度
                    b.size = new Vector3(16, 1, 16);
                    chunksBounds.Add(new ChunkBounds(i, j, b));
                }
            }
            return(chunksBounds);
        }
Example #10
0
 /// <summary>
 /// 构造函数
 /// </summary>
 /// <param name="setId">标识</param>
 /// <param name="setTerrain">地形</param>
 public Section(int setId, BlockTerrain setTerrain)
 {
     this.id      = setId;
     this.terrain = setTerrain;
 }