Example #1
0
        public void CheckForNewChunks(TrackChunk chunk)
        {
            currentChunk = trackChuncks.IndexOf(chunk);
            if (currentChunk > -1)
            {
                int i = currentChunk;
                while ((i > -1) && (i > (currentChunk - NumberOfActiveChunksBehind)))
                {
                    trackChuncks[i].Activate();
                    i--;
                }

                if (--i > -1)
                {
                    trackChuncks[i].Deactivate();
                }


                i = currentChunk;
                while ((i < trackChuncks.Count) && (i <= (currentChunk + NumberOfActiveChunksAhead)))
                {
                    trackChuncks[i].Activate();
                    i++;
                }
            }
            else
            {
                throw new UnityException("Chunk " + chunk + " is not registred in chunkCollection.index=" + currentChunk);
            }
        }
Example #2
0
        public void GenerateChunks()
        {
            Debug.Log("GenereateChunks()");
            Vector3 trackSrart = Vector3.zero;
            int     chunkCount = 0;

            TrackAbstract track = TrackAbstract.GetInstance();

            if (null == track)
            {
                throw new UnityException("The Track is not found in scene");
            }
            else
            {
                float fullSize = track.GetComponent <Collider>().bounds.size.z;
                trackSrart = new Vector3(track.collider.bounds.center.x, track.collider.bounds.max.y,
                                         track.collider.bounds.min.z);
                chunkCount = Mathf.CeilToInt(fullSize / ChunkSize);
            }
            Debug.Log("chunkCount:" + chunkCount);
            trackChuncks = new List <TrackChunk>(chunkCount);
            List <IPoolable> Poolables;

            MonoBehaviour[] behaviours = FindObjectsOfType(typeof(MonoBehaviour)) as MonoBehaviour[];
            if (behaviours != null)
            {
                Poolables = behaviours.OfType <IPoolable>().ToList();
            }
            else
            {
                Poolables = new List <IPoolable>(0);
            }

            for (int j = 0; j < chunkCount; j++)
            {
                Vector3    startPoint  = trackSrart + new Vector3(0, 0, ChunkSize * j);
                GameObject newObjChunk = new GameObject {
                    name = "chunk" + j
                };
                UnityEditor.GameObjectUtility.SetStaticEditorFlags(newObjChunk, UnityEditor.StaticEditorFlags.BatchingStatic);
                newObjChunk.transform.parent = gameObject.transform;
                TrackChunk newChunk = newObjChunk.AddComponent <TrackChunk>();

                newChunk.Init(startPoint, Poolables, ChunkSize);

                newObjChunk.layer = newObjChunk.transform.parent.gameObject.layer;
                trackChuncks.Add(newChunk);
                Debug.Log("trackChunks.Count: " + trackChuncks.Count);
            }
            try
            {
                foreach (IPoolable poolable in Poolables)
                {
                    if (poolable != null)
                    {
                        if (poolable.GetGameObject != null)
                        {
                            DestroyImmediate(poolable.GetGameObject);
                        }
                    }
                }
            }
            catch (Exception)
            {
                Debug.Log("MissingReferenceException: The object of type 'Obstacle' has been destroyed but you are still trying to access it.");
            }

            EditorUtility.SetDirty(this);
        }