public RenderWorker(DataProcessorManager manager) : base(manager) { _meshCalculator = new MeshCalculator(); _prevRenderHandler = new PrevRenderHandler(manager); _renderQueue = new Queue <Chunk>(); _highRenderQueue = new Queue <Chunk>(); _prevRenderQueue = new Queue <PrevRenderChunk>(); }
public PersistanceWorker(DataProcessorManager manager) : base(manager) { _selfLoadQueue = new HeapPriorityQueue <PriorityChunk>(1000); _selfSaveQueue = new Queue <Chunk>(); _refreshQueue = new Queue <RefreshChunkArea>(); _netLoadQueue = new Queue <NetChunkData>(); _netSaveQueue = new Queue <NetChunkData>(); _netChunkLoadQueue = new HeapPriorityQueue <NetPriorityChunk>(1000); _netChunkSaveQueue = new Queue <NetRemovedChunk>(); }
// private int netGenerateNum; public GeneratorWorker(DataProcessorManager manager) : base(manager) { _selfGeneratorQueue = new HeapPriorityQueue <PriorityChunk>(1000); _netGeneratorQueue = new HeapPriorityQueue <NetPriorityChunk>(1000); _refreshQueue = new Queue <RefreshChunkArea>(1000); _netRefreshQueue = new Queue <RefreshChunkArea>(1000); _terrainControlGenerator = new TerrainControlGenerator(); _cavesGenerator = new CaveGenerator(WorldConfig.Instance.seed); _populationControlGenerator = new PopulationControlGenerator(); _lightControlGenerator = new LightControlGenerator(_manager.World); singleGenerateNum = 0; // netGenerateNum = 0; }
public PrevRenderHandler(DataProcessorManager manager) { _manager = manager; // _sunLightSpread = new LightSpread(_manager.World); // _sunLightShrink = new LightShrink(_manager.World); _sunLightSpread = new SunLightSpread(_manager.World); _sunLightShrink = new SunLightShrink(_manager.World); // _blockLightSpread = new LightSpread(_manager.World,false); // _blockLightShrink = new LightShrink(_manager.World,false); _blockLightSpread = new BlockLightSpread(_manager.World); _blockLightShrink = new BlockLightShrink(_manager.World); _chunkChangedList = new List <Chunk>(); }
public ProcessWorker(DataProcessorManager manager) { _manager = manager; }
public WorldGenerator(World world) { _world = world; _manager = new DataProcessorManager(_world); }