public ChunkBase( ChunkReference chunkReference, ChunkView chunkView, ChunkBaseView chunkBaseView, ChunkFeatureView chunkFeatureView, PlatformView.Factory platformViewFactory) { this.chunkReference = chunkReference; this.chunkView = chunkView; this.chunkBaseView = chunkBaseView; this.chunkFeatureView = chunkFeatureView; this.platformViewFactory = platformViewFactory; }
public Chunk( DiContainer container, Settings settings, ChunkRequest chunkRequest, ChunkView chunkView, ChunkFeature chunkFeature, ChunkFeatureView chunkFeatureView, IChunkPlacingStrategy chunkPlacingStrategy) { this.container = container; this.settings = settings; this.chunkRequest = chunkRequest; this.chunkView = chunkView; this.chunkFeature = chunkFeature; this.chunkFeatureView = chunkFeatureView; this.chunkPlacingStrategy = chunkPlacingStrategy; }
private Vector3 Altitude(ChunkRequest chunkRequest, ChunkFeature chunkFeature, ChunkFeatureView chunkFeatureView) { if (previousChunkView == null) { return(settings.mountainOffset * Vector3.up); } float previousAltitude = previousChunkView.Position.y + previousChunkView.ChunkFeatureView.ExitAltitude; if (chunkFeature.MatchChainHeight) { return((previousAltitude - chunkFeatureView.EntryAltitude) * Vector3.up); } float variability = UnityEngine.Random.value * settings.altitudeRange; return((variability + previousAltitude - chunkFeatureView.EntryAltitude) * Vector3.up); }
private Vector3 Position(ChunkRequest chunkRequest, Vector3 sideDirection, Vector3 depthDirection, int sideChunkNum, int depth, ChunkFeature chunkFeature, ChunkFeatureView chunkFeatureView) { return(((sideChunkNum + 1) * sideDirection) + ((depth - sideChunkNum - 1) * depthDirection) + Altitude(chunkRequest, chunkFeature, chunkFeatureView)); }
private Vector3 BirdseyePosition(ChunkView chunkView, ChunkRequest chunkRequest, ChunkFeature chunkFeature, ChunkFeatureView chunkFeatureView) { int depth = ChunkMath.Depth(chunkRequest); int side = ChunkMath.Side(chunkRequest); int depthStartChunkNum = ChunkMath.DepthStartChunkNum(chunkRequest); int sideStartChunkNum = ChunkMath.SideStartChunkNum(chunkRequest); int sideChunkNum = ChunkMath.SideChunkNum(chunkRequest); switch (side) { case 0: return(Position(chunkRequest, chunkReference.Northeast, chunkReference.Northwest, sideChunkNum, depth, chunkFeature, chunkFeatureView)); case 1: return(Position(chunkRequest, chunkReference.East, chunkReference.Northeast, sideChunkNum, depth, chunkFeature, chunkFeatureView)); case 2: return(Position(chunkRequest, chunkReference.Southeast, chunkReference.East, sideChunkNum, depth, chunkFeature, chunkFeatureView)); case 3: return(Position(chunkRequest, chunkReference.Southwest, chunkReference.Southeast, sideChunkNum, depth, chunkFeature, chunkFeatureView)); case 4: return(Position(chunkRequest, chunkReference.West, chunkReference.Southwest, sideChunkNum, depth, chunkFeature, chunkFeatureView)); case 5: return(Position(chunkRequest, chunkReference.Northwest, chunkReference.West, sideChunkNum, depth, chunkFeature, chunkFeatureView)); } Debug.LogError("Failed to compute spiral chunk position"); return(Vector3.zero); }
public void Place(ChunkView chunkView, ChunkRequest chunkRequest, ChunkFeature chunkFeature, ChunkFeatureView chunkFeatureView) { if (chunkRequest.chunkNum == 0) { chunkView.Rotation *= Quaternion.AngleAxis( 120, chunkView.Up ); chunkView.Position = Vector3.zero + Altitude(chunkRequest, chunkFeature, chunkFeatureView); return; } chunkView.Rotation *= BirdseyeRotation(chunkView, chunkRequest); chunkView.Position = BirdseyePosition(chunkView, chunkRequest, chunkFeature, chunkFeatureView); previousChunkView = chunkView; }
private void Awake() { chunkFeatureView = null; }