Esempio n. 1
0
    void Update()
    {
        ChunkPos temp = new ChunkPos(Camera.main.transform.position / chunkSize);

        // Did player move from their chunk?
        if (ChunkPos.CubeDistance(temp, _playerPos) > 0)
        {
            _playerPos = temp;        // Set new pos
            GenerateChunks();         // Generate new chunks
            PingChunks();             // Ping old chunks for deletion
        }
    }
Esempio n. 2
0
    /// <summary>
    /// Checks whether chunks are still in view range or not, and destroys them if need be.
    /// </summary>
    private void PingChunks()
    {
        List <ChunkPos> temp = new List <ChunkPos>();

        // Collect all chunks that need to be deleted
        foreach (KeyValuePair <ChunkPos, DataChunk> pair in _chunks)
        {
            if (ChunkPos.CubeDistance(pair.Key, _playerPos) > _viewRangeHorizontal + 1)
            {
                temp.Add(pair.Key);
            }
            else
            {
                /*
                 * // Get chunk
                 * Chunk chunkScript = pair.Value.GetChunk();
                 *
                 * // Make only hidden chunks render!
                 * if (chunkScript.GetRender())
                 * {
                 *      // Should chunk render yet?
                 *      chunkScript.SetRender(CubeDistance(_playerPos, pair.Key) <= _viewRangeHorizontal);
                 *
                 *      // Queue chunk for generation
                 *      _loadQueue.Enqueue(chunkScript, 0);
                 * }
                 */
            }
        }

        // Are there chunks that need generation?
        if (!_rendering && _loadQueue.Count > 0)
        {
            _rendering = true;
            new Thread(RenderThread).Start();
        }

        // Destroy chunk
        foreach (ChunkPos key in temp)
        {
            DestroyChunk(key);
        }
    }