Exemple #1
0
    // Start is called before the first frame update
    void Start()
    {
        DirectionsInitialize();
        _length            = _xWidth * _yWidth * _zWidth;
        _gameObjectArray   = new GameObject[_length];
        _meshRendererArray = new MeshRenderer[_length];
        _allBoolData       = new NativeArray <int>(_length, Allocator.Persistent);
        var _aroundLifesIndexDataArray = new AroundStructData[_length];

        _aroundIndexList = new NativeArray <AroundStructData>(_length, Allocator.Persistent);
        //i*j*kの直方体区間にLifeを配置
        for (int k = 0; k < _zWidth; k++)
        {
            for (int j = 0; j < _yWidth; j++)
            {
                for (int i = 0; i < _xWidth; i++)
                {
                    var Pos            = new V3(i, j, k);
                    var thisLifesIndex = Pos.GetIndex(_xWidth, _yWidth);
                    var tr             = Instantiate(_prefab, new Vector3(Pos.X, Pos.Y, Pos.Z), transform.rotation);
                    _gameObjectArray[thisLifesIndex]   = tr.gameObject;
                    _meshRendererArray[thisLifesIndex] = tr.GetComponent <MeshRenderer>();
                    bool startIsAlive = Random.value > birthThreshold;

                    if (!startIsAlive)
                    {
                        if (!isTest)
                        {
                            _gameObjectArray[thisLifesIndex].SetActive(false);
                        }
                        else
                        {
                            _meshRendererArray[thisLifesIndex].enabled = false;
                        }
                    }
                    _allBoolData[thisLifesIndex] = startIsAlive ? 1 : 0;
                    _aroundLifesIndexDataArray[thisLifesIndex] = new AroundStructData(new int[26]);
                    _aroundIndexList[thisLifesIndex]           = new AroundStructData(new int[26]);
                    for (var aroundsIndex = 0; aroundsIndex < _arounds.Length; aroundsIndex++)
                    {
                        V3 newPos = Pos + _arounds[aroundsIndex];
                        _aroundLifesIndexDataArray[thisLifesIndex].SetValue(aroundsIndex, newPos.GetRoundIndex(_xWidth, _yWidth, _zWidth, _xDoRound, _yDoRound, _zDoRound));
                        _aroundIndexList[thisLifesIndex] = _aroundLifesIndexDataArray[thisLifesIndex];
                    }
                }
            }

            /*
             * sw = new System.Diagnostics.Stopwatch();
             * sw.Start();
             * //*/
        }
    }