Exemple #1
0
        public override void OnLevelLoaded(LoadMode mode)
        {
            try
            {
                if (Mod.isEnabled && mode != LoadMode.LoadAsset && mode != LoadMode.NewAsset)
                {
                    //First we need to gather data about the trees because
                    //info.m_createruining is actually only true on the first load
                    //before we change the assets, this saves us from processing
                    //uncessessary true\false and updates upon re-loads.
                    //What I mean by that is if you loop though the info.m_createruining's
                    //on each tree instance after you change the <TreeInfo>'s you will
                    //always get 'false'...I guess because they are but they've already been
                    //rendered first as true. So we need to figure out who's got to be updated
                    //for that before we actually update the asset's core TreeInfo setting.
                    //
                    //only side effect is we loadup our m_MarkedForUpdate list even
                    //if the option is not enabled... but overall it's worth it for
                    //that use case to take the extra couple milliseconds. adding
                    //and if() to change that also adds tiny per hit so it's almost a wash.
                    int retval = 0;
                    if (Mod.config.UpdateTreeAssets)
                    {

                        //go gather the ones we need for later, and while it's at it
                        //mark their ruining false.
                        uint tcount = countRuiningTrues();
                        retval = GatherRuiningData();

                        //ok now go change all 'assets' that are tree, custom or not.
                        SetupAllTreeAssets();
                    }

                    //Do they have the option set to actually update existing trees on-map-load?
                    //Even if they do, is there anything to actually do?
                    if (Mod.config.UpdateTreeAssets && Mod.config.UpdateResetTrees && m_MarkedForUpdate.Count > 0)
                    {
                        //yea they do! and yeah there is!

                        // are we using couroutine route?
                        if (!m_CoroutineTest)
                        {
                            //no? Good cause it is the suck for our purposes!

                            //go call the expensive operation of updating all the trees
                            //that we need too, the list only includes ones that were
                            //a)created b)have info objects c)are not hidden d)were previously
                            //marked as having ruining=true ie.. not bushes or other assets.
                            //where the prefab was made with ruining = false.
                            ProcessTreesForUpdate();
                        }
                        else
                        {
                            //testing - only ever called during test builds where you change the trigger var up top.
                            Helper.dbgLog("Using coroutine version. prepare for framerate death ;) .");
                            gameview = UIView.GetAView();
                            gameview.StartCoroutine(UpdateExistingTrees());
                        }
                    }

                }
            }
            catch(Exception ex)
            {Helper.dbgLog("Exception: ",ex,true);}
        }