Esempio n. 1
0
    public void RefreshMeshData(UpdateFlags updateFlag = UpdateFlags.All)
    {
        //Debug.Log("RefreshMeshData,chunk=" + x + ",z=" + z);
        UnityEngine.Profiling.Profiler.BeginSample("RefreshMeshData");

        if (updateFlag.HasFlag(UpdateFlags.Collidable))
        {
            collidable.Clear();
        }
        if (updateFlag.HasFlag(UpdateFlags.NotCollidable))
        {
            notCollidable.Clear();
        }
        if (updateFlag.HasFlag(UpdateFlags.Water))
        {
            water.Clear();
        }

        for (int sectionIndex = 0; sectionIndex < Sections.Count; sectionIndex++)
        {
            TagNodeCompound  Section = Sections[sectionIndex] as TagNodeCompound;
            TagNodeByteArray Blocks  = Section["Blocks"] as TagNodeByteArray;
            TagNodeByteArray Data    = Section["Data"] as TagNodeByteArray;

            for (int yInSection = 0; yInSection < 16; yInSection++)
            {
                for (int zInSection = 0; zInSection < 16; zInSection++)
                {
                    for (int xInSection = 0; xInSection < 16; xInSection++)
                    {
                        int      blockPos  = yInSection * 16 * 16 + zInSection * 16 + xInSection;
                        byte     rawType   = Blocks.Data[blockPos];
                        NBTBlock generator = NBTGeneratorManager.GetMeshGenerator(rawType);
                        int      worldY    = yInSection + sectionIndex * 16;

                        if (generator != null)
                        {
                            pos.Set(xInSection, worldY, zInSection);
                            byte blockData = NBTHelper.GetNibble(Data.Data, blockPos);

                            try
                            {
                                if (generator.isTileEntity)
                                {
                                    tileEntityList.Add(pos);
                                }
                                else
                                {
                                    AddCube(generator, blockData, updateFlag);
                                }
                            }
                            catch (System.Exception e)
                            {
                                int        worldX   = x * 16 + xInSection;
                                int        worldZ   = z * 16 + zInSection;
                                Vector3Int worldPos = new Vector3Int(worldX, worldY, worldZ);
                                Debug.LogError(generator.GetType() + ",pos=" + worldPos + "\n" + e.ToString());
                            }
                        }
                        else if (rawType != 0 && rawType != 11)
                        {
                            int        worldX   = x * 16 + xInSection;
                            int        worldZ   = z * 16 + zInSection;
                            Vector3Int worldPos = new Vector3Int(worldX, worldY, worldZ);
                            Debug.LogWarning("generator not exist" + ",pos=" + worldPos + ", type=" + rawType);
                        }
                    }
                }
            }
        }

        UnityEngine.Profiling.Profiler.EndSample();
    }
Esempio n. 2
0
    public void RefreshMeshData()
    {
        //Debug.Log("RefreshMeshData,chunk=" + x + ",z=" + z);
        collidable.Clear();
        notCollidable.Clear();
        water.Clear();

        Vector3Int pos = new Vector3Int();

        for (int sectionIndex = 0; sectionIndex < Sections.Count; sectionIndex++)
        {
            TagNodeCompound  Section  = Sections[sectionIndex] as TagNodeCompound;
            TagNodeByteArray Blocks   = Section["Blocks"] as TagNodeByteArray;
            TagNodeByteArray Data     = Section["Data"] as TagNodeByteArray;
            TagNodeByteArray SkyLight = Section["SkyLight"] as TagNodeByteArray;

            for (int yInSection = 0; yInSection < 16; yInSection++)
            {
                for (int zInSection = 0; zInSection < 16; zInSection++)
                {
                    for (int xInSection = 0; xInSection < 16; xInSection++)
                    {
                        int      blockPos  = yInSection * 16 * 16 + zInSection * 16 + xInSection;
                        byte     rawType   = Blocks.Data[blockPos];
                        NBTBlock generator = NBTGeneratorManager.GetMeshGenerator(rawType);
                        if (generator != null)
                        {
                            int worldY = yInSection + sectionIndex * 16;
                            pos.Set(xInSection, worldY, zInSection);
                            byte blockData = NBTHelper.GetNibble(Data.Data, blockPos);
                            byte skyLight  = NBTHelper.GetNibble(SkyLight.Data, blockPos);
                            try
                            {
                                if (generator is NBTStationaryWater)
                                {
                                    //generator.GenerateMeshInChunk(this, blockData, pos, water);
                                }
                                else if (generator is NBTPlant)
                                {
                                    generator.AddCube(this, blockData, skyLight, pos, notCollidable);
                                }
                                else
                                {
                                    generator.AddCube(this, blockData, skyLight, pos, collidable);
                                }
                            }
                            catch (System.Exception e)
                            {
                                Debug.LogWarning(generator.GetType() + "\n" + e.ToString());
                            }
                        }
                        else if (rawType != 0 && rawType != 11)
                        {
                            Debug.LogWarning("generator not exist, type=" + rawType);
                        }
                    }
                }
            }
        }

        hasBuiltMesh = true;
        isDirty      = false;
    }