static bool LoadRegionData(Index regionIndex) { // loads the region data into memory if file exists and it's not already loaded, returns true if data exists (and is loaded), else false string indexString = regionIndex.ToString(); if (LoadedRegions.ContainsKey(indexString) == false) { // if not loaded // load data if region file exists string regionPath = GetRegionPath(regionIndex); if (File.Exists(regionPath)) { StreamReader reader = new StreamReader(regionPath); string[] regionData = reader.ReadToEnd().Split((char)ushort.MaxValue); reader.Close(); LoadedRegions[indexString] = regionData; return(true); } else { return(false); // return false if region file doesn't exist } } return(true); // return true if data is already loaded }
public static Chunk GetChunkComponent(Index index) { string indexString = index.ToString(); if ( ChunkManager.Chunks.ContainsKey (indexString) ) { return ChunkManager.Chunks [indexString]; } else { return null; } }
private static string[] GetRegionData(Index regionIndex) // loads region data and from file returns it, or returns null if region file is not found { if (LoadRegionData(regionIndex) == true) { return(LoadedRegions[regionIndex.ToString()]); } else { return(null); } }
GameObject DoSpawnChunk(Index index) { GameObject chunkObject = Instantiate(ChunkObject, index.ToVector3(), transform.rotation) as GameObject; chunkObject.name = "Chunk:" + index.ToString(); chunkObject.transform.parent = transform; Chunk chunk = chunkObject.GetComponent <Chunk>(); AddChunkToUpdateQueue(chunk); return(chunkObject); }
public static Chunk GetChunkComponent(Index index) { string indexString = index.ToString(); if (ChunkManager.Chunks.ContainsKey(indexString)) { return(ChunkManager.Chunks[indexString]); } else { return(null); } }
private string GetChunkData(Index index) // returns the chunk data (from memory or from file), or an empty string if data can't be found // try to load from TempChunkData { string indexString = index.ToString(); if (TempChunkData.ContainsKey(indexString)) { return(TempChunkData[indexString]); } // try to load from region, return empty if not found int regionIndex = GetChunkRegionIndex(index); string[] regionData = GetRegionData(GetParentRegion(index)); if (regionData == null) { return(""); } return(regionData[regionIndex]); }
private static string GetRegionPath(Index regionIndex) { return(Engine.WorldPath + (regionIndex.ToString() + ",.region")); }
private void WriteChunkData(Index index, string data) // writes the chunk data to the TempChunkData dictionary { TempChunkData[index.ToString()] = data; }
private void WriteChunkData(Index index, string data) { // writes the chunk data to the TempChunkData dictionary TempChunkData[index.ToString()] = data; }
private string GetChunkData(Index index) { // returns the chunk data (from memory or from file), or an empty string if data can't be found // try to load from TempChunkData string indexString = index.ToString(); if (TempChunkData.ContainsKey (indexString)) { return TempChunkData[indexString]; } // try to load from region, return empty if not found int regionIndex = GetChunkRegionIndex (index); string[] regionData = GetRegionData (GetParentRegion(index)); if (regionData == null) { return ""; } return regionData[regionIndex]; }
private static bool LoadRegionData(Index regionIndex) { // loads the region data into memory if file exists and it's not already loaded, returns true if data exists (and is loaded), else false string indexString = regionIndex.ToString(); if (LoadedRegions.ContainsKey(indexString) == false) { // if not loaded // load data if region file exists string regionPath = GetRegionPath (regionIndex); if (File.Exists (regionPath)) { StreamReader reader = new StreamReader (regionPath); string[] regionData = reader.ReadToEnd().Split((char)ushort.MaxValue); reader.Close(); LoadedRegions[indexString] = regionData; return true; } else { return false; // return false if region file doesn't exist } } return true; // return true if data is already loaded }
private static string GetRegionPath(Index regionIndex) { return Engine.WorldPath + ( regionIndex.ToString() + ",.region"); }
private static string[] GetRegionData(Index regionIndex) { // loads region data and from file returns it, or returns null if region file is not found if (LoadRegionData(regionIndex) == true) { return LoadedRegions[regionIndex.ToString()]; } else { return null; } }
private IEnumerator SpawnMissingChunks(int originX, int originY, int originZ, int range) { int heightRange = Engine.HeightRange; ChunkUpdateQueue = new List <Chunk>(); // clear update queue - it will be repopulated again in the correct order in the following loop // flag chunks not in range for removal ChunksToDestroy = new List <Chunk>(); foreach (Chunk chunk in Chunks.Values) { if (Vector2.Distance(new Vector2(chunk.ChunkIndex.x, chunk.ChunkIndex.z), new Vector2(originX, originZ)) > range + Engine.ChunkDespawnDistance) { ChunksToDestroy.Add(chunk); } else if (Mathf.Abs(chunk.ChunkIndex.y - originY) > range + Engine.ChunkDespawnDistance) { // destroy chunks outside of vertical range ChunksToDestroy.Add(chunk); } } // main loop for (int currentLoop = 0; currentLoop <= range; currentLoop++) { for (var x = originX - currentLoop; x <= originX + currentLoop; x++) { // iterate through all potential chunk indexes within range for (var y = originY - currentLoop; y <= originY + currentLoop; y++) { for (var z = originZ - currentLoop; z <= originZ + currentLoop; z++) { if (Mathf.Abs(y) <= heightRange) { // skip chunks outside of height range if (Mathf.Abs(originX - x) + Mathf.Abs(originZ - z) < range * 1.3f) { // skip corners // pause loop while the queue is not empty while (ChunkUpdateQueue.Count > 0) { ProcessChunkQueue(); if (frameStopwatch.Elapsed.TotalSeconds >= targetFrameDuration) { yield return(new WaitForEndOfFrame()); } } Chunk currentChunk = ChunkManager.GetChunkComponent(x, y, z); // chunks that already exist but haven't had their mesh built yet should be added to the update queue if (currentChunk != null) { // chunks without meshes spawned by server should be changed to regular chunks if (currentChunk.DisableMesh || currentChunk.EnableTimeout) { currentChunk.DisableMesh = false; currentChunk.EnableTimeout = false; currentChunk.Fresh = true; } if (currentChunk.Fresh) { // spawn neighbor chunks for (int d = 0; d < 6; d++) { Index neighborIndex = currentChunk.ChunkIndex.GetAdjacentIndex((Direction)d); GameObject neighborChunk = GetChunk(neighborIndex); if (neighborChunk == null) { neighborChunk = Instantiate(ChunkObject, neighborIndex.ToVector3(), transform.rotation) as GameObject; neighborChunk.name = "Chunk:" + neighborIndex.ToString(); neighborChunk.transform.parent = transform; } currentChunk.NeighborChunks[d] = neighborChunk.GetComponent <Chunk>(); // always add the neighbor to NeighborChunks, in case it's not there already // continue loop in next frame if the current frame time is exceeded if (frameStopwatch.Elapsed.TotalSeconds >= targetFrameDuration) { yield return(new WaitForEndOfFrame()); } if (StopSpawning) { EndSequence(); yield break; } } if (currentChunk != null) { currentChunk.AddToQueueWhenReady(); } } } else { // if chunk doesn't exist, create new chunk (it adds itself to the update queue when its data is ready) // spawn chunk GameObject newChunk = Instantiate(ChunkObject, new Vector3(x, y, z), transform.rotation) as GameObject; // Spawn a new chunk. currentChunk = newChunk.GetComponent <Chunk>(); newChunk.name = "Chunk:" + currentChunk.ChunkIndex.ToString(); newChunk.transform.parent = transform; // spawn neighbor chunks if they're not spawned yet for (int d = 0; d < 6; d++) { Index neighborIndex = currentChunk.ChunkIndex.GetAdjacentIndex((Direction)d); GameObject neighborChunk = GetChunk(neighborIndex); if (neighborChunk == null) { neighborChunk = Instantiate(ChunkObject, neighborIndex.ToVector3(), transform.rotation) as GameObject; neighborChunk.name = "Chunk:" + neighborIndex.ToString(); neighborChunk.transform.parent = transform; } currentChunk.NeighborChunks[d] = neighborChunk.GetComponent <Chunk>(); // always add the neighbor to NeighborChunks, in case it's not there already // continue loop in next frame if the current frame time is exceeded if (frameStopwatch.Elapsed.TotalSeconds >= targetFrameDuration) { yield return(new WaitForEndOfFrame()); } if (StopSpawning) { EndSequence(); yield break; } } if (currentChunk != null) { currentChunk.AddToQueueWhenReady(); } } } } // continue loop in next frame if the current frame time is exceeded if (frameStopwatch.Elapsed.TotalSeconds >= targetFrameDuration) { yield return(new WaitForEndOfFrame()); } if (StopSpawning) { EndSequence(); yield break; } } } } } yield return(new WaitForEndOfFrame()); EndSequence(); }
private static string GetRegionPath_Show(Index regionIndex) { return(Engine.WorldPath + (regionIndex.ToString() + "_show.txt")); }
public static Chunk GetChunkComponent(Index index) { string s = index.ToString(); return(Chunks.ContainsKey(s) ? Chunks[s] : null); }