Esempio n. 1
0
 /// <summary>
 /// Rebuilds a chunk coordinate for all layers.
 /// </summary>
 /// <param name="renderer">The renderer doing the rebuilding.</param>
 /// <param name="x">The chunk x coordinate to rebuild.</param>
 /// <param name="y">The chunk y coordinate to rebuild.</param>
 public void Rebuild(TileMeshRenderer renderer, int x, int y)
 {
     for (int i = 0; i < N_LAYERS; i++)
     {
         infos[i]?.Rebuild(renderer, x, y);
     }
 }
Esempio n. 2
0
            /// <summary>
            /// Rebuilds the mesh at the given chunk coordinates.
            /// </summary>
            /// <param name="renderer">The renderer that is rebuilding the mesh.</param>
            /// <param name="chunkX">The chunk X coordinate.</param>
            /// <param name="chunkY">The chunk Y coordinate.</param>
            public void Rebuild(TileMeshRenderer renderer, int chunkX, int chunkY)
            {
                var  chunk = renderChunks[chunkX, chunkY];
                bool decor = decorMaterial != null;

                if (chunk.dirty || renderer.forceRebuild)
                {
                    int w = Grid.WidthInCells, maxY = CHUNK_SIZE * (chunkY + 1), minX =
                        CHUNK_SIZE * chunkX, maxX = CHUNK_SIZE + minX;
                    // Create vertex arrays
                    chunk.Clear();
                    for (int y = chunkY * CHUNK_SIZE; y < maxY; y++)
                    {
                        for (int x = minX; x < maxX; x++)
                        {
                            int cell = y * w + x;
                            if (occupiedCells.ContainsKey(cell))
                            {
                                var color = renderer.GetCellColor(cell, element);
                                GenerateVertices(x, y, color);
                            }
                        }
                    }
                    if (MeshUtil.vertices.Count > 0)
                    {
                        chunk.CreateMesh();
                        chunk.BuildMesh();
                        chunk.SetActive(true);
                        // Deal with the decor
                        if (decor)
                        {
                            RebuildDecor(renderer, chunkX, chunkY);
                        }
                    }
                    else
                    {
                        chunk.DestroyMesh();
                        if (decor)
                        {
                            decorChunks[chunkX, chunkY].DestroyMesh();
                        }
                    }
                    chunk.dirty = false;
                }
                else
                {
                    // It still needs to be drawn if it exists
                    chunk.SetActive(true);
                    if (decor)
                    {
                        decorChunks[chunkX, chunkY].SetActive(true);
                    }
                }
            }
Esempio n. 3
0
            /// <summary>
            /// Rebuilds the decor mesh at the given coordinates.
            /// </summary>
            /// <param name="renderer">The renderer that is rebuilding the mesh.</param>
            /// <param name="chunkX">The chunk X coordinate.</param>
            /// <param name="chunkY">The chunk Y coordinate.</param>
            private void RebuildDecor(TileMeshRenderer renderer, int chunkX, int chunkY)
            {
                int w = Grid.WidthInCells, maxY = CHUNK_SIZE * (chunkY + 1), minX =
                    CHUNK_SIZE * chunkX, maxX = CHUNK_SIZE + minX;
                var chunk = decorChunks[chunkX, chunkY];

                // Create vertex arrays
                chunk.Clear();
                decorTriangles.Clear();
                for (int y = chunkY * CHUNK_SIZE; y < maxY; y++)
                {
                    for (int x = minX; x < maxX; x++)
                    {
                        int cell = y * w + x;
                        if (occupiedCells.ContainsKey(cell))
                        {
                            var color = renderer.GetCellColor(cell, element);
                            GenerateDecorVertices(x, y, color);
                        }
                    }
                }
                if (MeshUtil.vertices.Count > 0)
                {
                    var indices = MeshUtil.indices;
                    int d       = decorTriangles.Count;
                    chunk.CreateMesh();
                    // Triangles must be in sorted order
                    decorTriangles.Sort(TriangleComparer.Instance);
                    for (int i = 0; i < d; i++)
                    {
                        var triangle = decorTriangles[i];
                        indices.Add(triangle.i0);
                        indices.Add(triangle.i1);
                        indices.Add(triangle.i2);
                    }
                    chunk.BuildMesh();
                    chunk.SetActive(true);
                }
                else
                {
                    chunk.DestroyMesh();
                }
            }
Esempio n. 4
0
 /// <summary>
 /// Applied after OnPrefabInit runs.
 /// </summary>
 private static void OnPrefabInit_Postfix(World __instance)
 {
     TileMeshRenderer.CreateInstance(__instance.blockTileRenderer);
 }
Esempio n. 5
0
 /// <summary>
 /// Destroys the singleton instance of this class.
 /// </summary>
 internal static void DestroyInstance()
 {
     Instance?.Dispose();
     Instance = null;
 }
Esempio n. 6
0
 /// <summary>
 /// Creates the singleton instance of this class.
 /// </summary>
 /// <param name="colorSource">The tile renderer to use for tile colors.</param>
 internal static void CreateInstance(BlockTileRenderer colorSource)
 {
     DestroyInstance();
     Instance = new TileMeshRenderer(colorSource);
 }