Exemple #1
0
    public void Update()
    {
        foreach (var b in toRemove)
        {
            behaviours.Remove(b);
        }

        foreach (var b in toAdd)
        {
            behaviours.Add(b);
        }

        toAdd.Clear();
        toRemove.Clear();

        foreach (var b in behaviours)
        {
            b.__InitializeUpdate();
        }

        PRun.Split(behaviours.Count, (left, right) =>
        {
            for (int i = left; i < right; i++)
            {
                behaviours[i].__FastUpdate();
            }
        });

        foreach (var b in behaviours)
        {
            b.__SlowUpdate();
        }
    }
Exemple #2
0
    public void UpdateMesh()
    {
        int t_count = toRemove.Count;
        int t_i;

        for (int i = 0; i < t_count; i++)
        {
            t_i = toRemove[i];

            count--;
            var t = shots[t_i];
            shots[t_i]   = shots[count];
            shots[count] = t;
        }
        toRemove.Clear();

        tris = arrayPool.GetArray(count);

        camPos    = Camera.main.transform.position;
        deltaTime = Time.deltaTime;

        PRun.Split(count, UpdateShots);

        mesh.vertices = verts;
        mesh.SetTriangles(tris, 0, false);
        mesh.uv     = uvs;
        mesh.bounds = new Bounds(Vector3.zero, new Vector3(float.MaxValue, float.MaxValue, float.MaxValue));

        for (int i = 0; i < count; i++)
        {
            if (shots[i].dead < Time.time)
            {
                toRemove.Add(i);
            }
            else
            {
                RaycastHit hit;
                if (CheckHits(Physics.RaycastNonAlloc(shots[i].back, shots[i].pos - shots[i].back, hits, shots[i].distance, Constants.shotMask), shots[i], out hit))
                {
                    shots[i].shot.Hit(hit);
                    toRemove.Add(i);
                }
            }
        }
    }
Exemple #3
0
    public void UpdateMesh()
    {
        foreach (var i in toRemove)
        {
            count--;
            var t = shots[i];
            shots[i]     = shots[count];
            shots[count] = t;
        }
        toRemove.Clear();

        int ntris = count * 6;

        if (tris.Length != ntris)
        {
            tris = new int[ntris];
        }

        Vector3 camPos = camera.position;

        //PRun.For(count, i =>
        PRun.Split(count, (left, right) =>
        {
            for (int i = left; i < right; i++)
            {
                int n  = i * 4;
                int n1 = n + 1;
                int n2 = n + 2;
                int n3 = n + 3;

                Vector3 up = Vector3.Cross(shots[i].back - camPos, shots[i].dir);
                up.Normalize();
                up *= shots[i].width;

                switch (shots[i].type)
                {
                case SizeType.Dynamic:
                    verts[n]  = shots[i].back - up;
                    verts[n1] = shots[i].pos - up;
                    verts[n2] = shots[i].back + up;
                    verts[n3] = shots[i].pos + up;
                    break;

                case SizeType.Static:
                    var back = shots[i].pos - shots[i].dir * shots[i].length;

                    verts[n]  = back - up;
                    verts[n1] = shots[i].pos - up;
                    verts[n2] = back + up;
                    verts[n3] = shots[i].pos + up;
                    break;
                }

                int nuv      = i * 4;
                uvs[nuv]     = shots[i].uvRect.leftBot;
                uvs[nuv + 1] = shots[i].uvRect.rightBot;
                uvs[nuv + 2] = shots[i].uvRect.leftTop;
                uvs[nuv + 3] = shots[i].uvRect.rightTop;


                int nt = i * 6;

                tris[nt]     = n;
                tris[nt + 1] = n2;
                tris[nt + 2] = n1;

                tris[nt + 3] = n2;
                tris[nt + 4] = n3;
                tris[nt + 5] = n1;
            }
        });

        mesh.vertices = verts;
        mesh.SetTriangles(tris, 0, false);
        //mesh.triangles = tris;
        mesh.uv     = uvs;
        mesh.bounds = new Bounds(Vector3.zero, new Vector3(float.MaxValue, float.MaxValue, float.MaxValue));

        for (int i = 0; i < count; i++)
        {
            if (shots[i].dead < Time.time)
            {
                toRemove.Add(i);
            }
            else
            {
                shots[i].back = shots[i].pos;
                float distance = shots[i].speed * Time.deltaTime;
                shots[i].pos += shots[i].dir * distance;

                RaycastHit hit;
                if (Physics.Raycast(shots[i].back, shots[i].pos - shots[i].back, out hit, distance))
                {
                    if (hit.transform.IsOne(shots[i].friend))
                    {
                        continue;
                    }
                    shots[i].shot.Hit(hit);
                    toRemove.Add(i);
                }
            }
        }
    }