/// <summary>
        /// collector are thing for collecting info about colliders
        /// if you want to modify information or add maps there is best place to start
        /// </summary>
        private void PopulateCollectors()
        {
            if (profiler != null)
            {
                profiler.AddLog("collecting colliders");
            }

            HashSet <Collider> collidersHS = new HashSet <Collider>();

            //unity return ONE collider for terrain in editor but when playmode active it return lots! for evefy f*****g tree! who invent this? why?!
            foreach (var collider in Physics.OverlapBox(chunkOffsetedBounds.center, chunkOffsetedBounds.extents, Quaternion.identity, properties.includedLayers, QueryTriggerInteraction.Ignore))
            {
                collidersHS.Add(collider);//for this reason everything are puttet into hashset to exclude dublicates
            }

            Collider[] colliders = collidersHS.ToArray();

            colliderCollector          = new ColliderCollector(this);
            colliderCollector.profiler = profiler;
            colliderCollector.AddCollider(colliders);

            List <AreaWorldMod> mods = new List <AreaWorldMod>();

            ChunkContentMap.GetContent(chunkData.x, chunkData.z, mods); //this uses some grid based thing. you give it list to fill and where
            colliderCollector.AddModifyers(mods);
            hashData.AssignData();
        }
Example #2
0
        public void OnEnable()
        {
            Init();
            RebuildChilds(false);
            DirtyAll();
            CheckDirty();

            ChunkContentMap.Process(this);
        }
Example #3
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        public bool CheckDirty()
        {
            bool any = false;

            for (int i = 0; i < allMods.Count; i++)
            {
                if (allMods[i].CheckDirty())
                {
                    any = true;
                }
            }

            if (any)
            {
                RecalculateBounds();
                ChunkContentMap.Process(this);
            }

            return(any);
        }
Example #4
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 public void OnDestroy()
 {
     ChunkContentMap.RemoveContent(this);
 }
Example #5
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 public void OnDisable()
 {
     ChunkContentMap.RemoveContent(this);
 }