Exemple #1
0
    // Start is called before the first frame update
    public void Awake()
    {
        data = new BlockEncyclopediaECS(Blocks.blockCount, BlocklikeObject.objectCount);

        // Loads all blocks
        for (int i = 0; i < Blocks.blockCount; i++)
        {
            blocks[i] = Blocks.Block(i);
            BlockEncyclopediaECS.blockTransparent[i] = blocks[i].transparent;
            BlockEncyclopediaECS.blockLiquid[i]      = blocks[i].liquid;
            BlockEncyclopediaECS.blockLoad[i]        = blocks[i].hasLoadEvent;
            BlockEncyclopediaECS.blockInvisible[i]   = blocks[i].invisible;
            BlockEncyclopediaECS.blockMaterial[i]    = blocks[i].materialIndex;
            BlockEncyclopediaECS.blockTiles[i]       = new int3(blocks[i].tileTop, blocks[i].tileBottom, blocks[i].tileSide);
            BlockEncyclopediaECS.blockWashable[i]    = blocks[i].washable;
        }

        // Loads all object meshes
        for (int i = 0; i < BlocklikeObject.objectCount; i++)
        {
            objects[i] = BlocklikeObject.Create(i);
            BlockEncyclopediaECS.objectTransparent[i]  = objects[i].transparent;
            BlockEncyclopediaECS.objectLiquid[i]       = objects[i].liquid;
            BlockEncyclopediaECS.objectLoad[i]         = objects[i].hasLoadEvent;
            BlockEncyclopediaECS.objectInvisible[i]    = objects[i].invisible;
            BlockEncyclopediaECS.objectMaterial[i]     = objects[i].materialIndex;
            BlockEncyclopediaECS.objectScaling[i]      = objects[i].scaling;
            BlockEncyclopediaECS.objectNeedRotation[i] = objects[i].needsRotation;
            BlockEncyclopediaECS.objectWashable[i]     = objects[i].washable;
        }
    }
Exemple #2
0
    // Start is called before the first frame update
    public void Awake()
    {
        // Loads all blocks
        for (int i = 0; i < Blocks.blockCount; i++)
        {
            blocks[i] = Blocks.Block(i);
            BlockEncyclopediaECS.blockHP[i]                = blocks[i].maxHP;
            BlockEncyclopediaECS.blockSolid[i]             = blocks[i].solid;
            BlockEncyclopediaECS.blockTransparent[i]       = blocks[i].transparent;
            BlockEncyclopediaECS.blockSeamless[i]          = blocks[i].seamless;
            BlockEncyclopediaECS.blockLoad[i]              = blocks[i].hasLoadEvent;
            BlockEncyclopediaECS.blockInvisible[i]         = blocks[i].invisible;
            BlockEncyclopediaECS.blockMaterial[i]          = blocks[i].shaderIndex;
            BlockEncyclopediaECS.blockTiles[i]             = new int3(blocks[i].tileTop, blocks[i].tileBottom, blocks[i].tileSide);
            BlockEncyclopediaECS.blockWashable[i]          = blocks[i].washable;
            BlockEncyclopediaECS.blockAffectLight[i]       = blocks[i].affectLight;
            BlockEncyclopediaECS.blockLuminosity[i]        = blocks[i].luminosity;
            BlockEncyclopediaECS.blockDrawTopRegardless[i] = blocks[i].drawTopRegardless;
        }

        // Loads all object meshes
        for (int i = 0; i < BlocklikeObject.objectCount; i++)
        {
            objects[i] = BlocklikeObject.Create(i, isClient);
            BlockEncyclopediaECS.objectHP[i]           = objects[i].maxHP;
            BlockEncyclopediaECS.objectSolid[i]        = objects[i].solid;
            BlockEncyclopediaECS.objectTransparent[i]  = objects[i].transparent;
            BlockEncyclopediaECS.objectSeamless[i]     = objects[i].seamless;
            BlockEncyclopediaECS.objectLoad[i]         = objects[i].hasLoadEvent;
            BlockEncyclopediaECS.objectInvisible[i]    = objects[i].invisible;
            BlockEncyclopediaECS.objectMaterial[i]     = objects[i].shaderIndex;
            BlockEncyclopediaECS.objectScaling[i]      = objects[i].scaling;
            BlockEncyclopediaECS.objectNeedRotation[i] = objects[i].needsRotation;
            BlockEncyclopediaECS.objectWashable[i]     = objects[i].washable;
            BlockEncyclopediaECS.objectAffectLight[i]  = objects[i].affectLight;
            BlockEncyclopediaECS.objectLuminosity[i]   = objects[i].luminosity;
        }
    }