Esempio n. 1
0
 public static ChunkManageResult CheckManageChunks()
 {
     if (result == null)
     {
         return(null);
     }
     else
     {
         ChunkManageResult res = result;
         result = null;
         return(res);
     }
 }
Esempio n. 2
0
        public void Update(Vector3 PlayerLocation)
        {
            if (PreparingChunksMode)
            {
                PrepareChunks(MaxNumToPrepare);
                return;
            }
            else if (CurrentlyManagingChunks)
            {
                ChunkManageResult ManageResult = ChunkManager.CheckManageChunks();

                if (ManageResult != null)
                {
                    CurrentlyManagingChunks = false;
                    if (ManageResult.NewState == ChunkWorkState.DoNewJob)
                    {
                        this.ActiveJob = true;

                        LastResult           = ManageResult;
                        UnloadedChunksCenter = ManageResult.NewCenter;

                        MostRecentAllChunkJobList = ManageResult.AllChunkJobs;

                        ChunkJobQueuer.QueueTasks(ManageResult.Jobs.ToArray());
                    }
                }
            }
            else if (UnityEngine.Time.time - LastUpdateTime > 3.0f)
            {
                LastUpdateTime = UnityEngine.Time.time;

                if (this.ActiveJob)
                {
                    CheckForAndProcessLoadedChunks();
                    return;
                }

                UsedInput.LoadedChunks        = LoadedChunks;
                UsedInput.PlayerLocation      = PlayerLocation;
                UsedInput.CurrentChunksCenter = LoadedChunksCenter;

                Task.Run(() => ChunkManager.ManageChunks(UsedInput));
                CurrentlyManagingChunks = true;

                return;
            }
        }
Esempio n. 3
0
        public static void ManageChunks(ChunkManageInput Input)
        {
            ChunkManageResult Result = new ChunkManageResult();

            Result.NewState = ChunkWorkState.DoNothing;

            Vector3 PlayerGridLocationNormalized = GetNormalizedGridLocation(Input.PlayerLocation, Input);
            Vector3 PlayerGridLocationRounded    = GetRoundedGridLocation(PlayerGridLocationNormalized);

            UnityEngine.Debug.Log("PlayerGridLocationRounded: " + PlayerGridLocationRounded);
            UnityEngine.Debug.Log("Input.CurrentChunksCenter: " + Input.CurrentChunksCenter);


            if (PlayerGridLocationRounded != Input.CurrentChunksCenter)
            {
                Result.NewState = ChunkWorkState.DoNewJob;

                List <ChunkJob> NeededChunks = new List <ChunkJob>();
                Hashtable       OldChunks    = Input.LoadedChunks;
                List <ChunkJob> NewChunks    = GetChunksAroundPoint(PlayerGridLocationRounded, Input);
                Result.AllChunkJobs = NewChunks;
                Result.NewCenter    = PlayerGridLocationRounded;

                foreach (ChunkJob c in NewChunks)
                {
                    if (!OldChunks.Contains(c.Key))
                    {
                        NeededChunks.Add(c);
                    }
                }

                Result.Jobs = NeededChunks;
            }

            result = Result;
        }