Exemple #1
0
        public LandscapeManager(ServerComponent server, IChunkStorageManager chunkStorageManager, TimerManager timerManager, VoxelModelManager voxelModelManager, LandscapeBufferManager landscapeEntityManager)
        {
            _chunkStorageManager = chunkStorageManager;
            _voxelModelManager   = voxelModelManager;

            _server = server;
            _receivedServerChunks     = new Dictionary <Vector3I, ChunkDataMessage>(1024);
            _server.MessageChunkData += ServerConnection_MessageChunkData;
            _landscapeEntityManager   = landscapeEntityManager;

            //Add a new Timer trigger
            _timer = timerManager.AddTimer(10000);
            _timer.OnTimerRaised += _timer_OnTimerRaised;

            Initialize();
        }
        public void LateInitialization(ServerComponent server,
                                       SingleArrayChunkContainer cubesHolder,
                                       IWorldChunks worldChunks,
                                       IChunkStorageManager chunkStorageManager,
                                       ILightingManager lightManager,
                                       VisualWorldParameters visualWorldParameters
                                       )
        {
            _server                     = server;
            _lightManager               = lightManager;
            _worldChunks                = worldChunks;
            _chunkStorageManager        = chunkStorageManager;
            _server.MessageBlockChange += ServerConnection_MessageBlockChange;
            _visualWorldParameters      = visualWorldParameters;
            _wp          = _visualWorldParameters.WorldParameters;
            _cubesHolder = cubesHolder;


            _initialized = true;
        }
Exemple #3
0
        public WorldChunks(D3DEngine d3dEngine,
                           CameraManager <ICameraFocused> camManager,
                           VisualWorldParameters visualWorldParameters,
                           WorldFocusManager worldFocusManager,
                           GameStatesManager gameStates,
                           IClock gameClock,
                           SingleArrayChunkContainer cubesHolder,
                           ILandscapeManager2D landscapeManager,
                           IChunkMeshManager chunkMeshManager,
                           IChunksWrapper chunkWrapper,
                           ILightingManager lightingManager,
                           IChunkStorageManager chunkstorage,
                           ServerComponent server,
                           IWeather weather,
                           [Named("SkyBuffer")] StaggingBackBuffer skyBackBuffer,
                           VoxelModelManager voxelModelManager,
                           IChunkEntityImpactManager chunkEntityImpactManager,
                           InputsManager inputsManager
                           )
        {
            _server                   = server;
            _chunkstorage             = chunkstorage;
            _d3dEngine                = d3dEngine;
            _worldFocusManager        = worldFocusManager;
            _gameStates               = gameStates;
            _camManager               = camManager;
            _gameClock                = gameClock;
            VisualWorldParameters     = visualWorldParameters;
            _cubesHolder              = cubesHolder;
            _chunkWrapper             = chunkWrapper;
            _landscapeManager         = landscapeManager;
            _chunkMeshManager         = chunkMeshManager;
            _lightingManager          = lightingManager;
            _weather                  = weather;
            _skyBackBuffer            = skyBackBuffer;
            _voxelModelManager        = voxelModelManager;
            _chunkEntityImpactManager = chunkEntityImpactManager;
            _inputsManager            = inputsManager;

            _skyBackBuffer.OnStaggingBackBufferChanged += _skyBackBuffer_OnStaggingBackBufferChanged;

            SliceViewChunks = 25;

            DrawStaticInstanced = true;

            if (visualWorldParameters.WorldParameters.Configuration is UtopiaWorldConfiguration)
            {
                _utopiaProcessorParam = ((UtopiaWorldConfiguration)visualWorldParameters.WorldParameters.Configuration).ProcessorParam;
            }

            //Self injecting inside components, to avoid circular dependency
            _chunkWrapper.WorldChunks     = this;
            lightingManager.WorldChunk    = this;
            _chunkMeshManager.WorldChunks = this;
            landscapeManager.WorldChunks  = this;

            DrawOrders.UpdateIndex(SOLID_DRAW, 100, "SOLID_DRAW");
            TRANSPARENT_DRAW = DrawOrders.AddIndex(1050, "TRANSPARENT_DRAW");
            ENTITIES_DRAW    = DrawOrders.AddIndex(101, "ENTITIES_DRAW");

            this.IsDefferedLoadContent = true;
        }