private bool Init() { if (m_XSize <= 0 || m_ZSize <= 0 || m_TexWidth <= 0 || m_TexHeight <= 0) { return(false); } m_DeltaX = m_XSize / m_TexWidth; m_DeltaZ = m_ZSize / m_TexHeight; m_InvDeltaX = 1.0f / m_DeltaX; m_InvDeltaZ = 1.0f / m_DeltaZ; m_BeginPos = m_CenterPosition - new Vector3(m_XSize * 0.5f, 0, m_ZSize * 0.5f); m_Renderer = new FOWRenderer(effectMaterial, minimapRenderShader, m_CenterPosition, m_XSize, m_ZSize); m_Map = new FOWMap(m_FogMaskType, m_BeginPos, m_XSize, m_ZSize, m_TexWidth, m_TexHeight, m_HeightRange); IFOWMapData md = gameObject.GetComponent <IFOWMapData>(); if (md != null) { m_Map.SetMapData(md); } else { m_Map.SetMapData(new FOWMapData(m_TexHeight, m_TexHeight)); m_Map.GenerateMapData(m_HeightRange); } if (minimapRenderShader != null) { m_GenerateMinimapMask = true; } return(true); }
private bool Init() { if (m_XSize <= 0 || m_ZSize <= 0 || m_TexWidth <= 0 || m_TexHeight <= 0) { return(false); } if (effectShader == null || !effectShader.isSupported) { return(false); } m_Camera = gameObject.GetComponent <Camera>(); if (m_Camera == null) { return(false); } m_Camera.depthTextureMode |= DepthTextureMode.Depth; m_DeltaX = m_XSize / m_TexWidth; m_DeltaZ = m_ZSize / m_TexHeight; m_InvDeltaX = 1.0f / m_DeltaX; m_InvDeltaZ = 1.0f / m_DeltaZ; m_BeginPos = m_CenterPosition - new Vector3(m_XSize * 0.5f, 0, m_ZSize * 0.5f); m_Renderer = new FOWRenderer(effectShader, blurShader, minimapRenderShader, m_CenterPosition, m_XSize, m_ZSize, m_FogColor, m_BlurOffset, m_BlurInteration); m_Map = new FOWMap(m_FogMaskType, m_BeginPos, m_XSize, m_ZSize, m_TexWidth, m_TexHeight, m_HeightRange); IFOWMapData md = gameObject.GetComponent <IFOWMapData>(); if (md != null) { m_Map.SetMapData(md); } else { m_Map.SetMapData(new FOWMapData(m_TexWidth, m_TexHeight)); m_Map.GenerateMapData(m_HeightRange); } if (minimapRenderShader != null) { m_GenerateMinimapMask = true; } return(true); }
public void Pregenerate() { m_Map.GenerateMapData(); }