public Chunk2 GetChunk(int x, int z)
        {
            //TODO should I have the concept of an empty chunk?
            Chunk2 chunk = (Chunk2)chunkCollection [x + ":" + z];

            return(chunk);
        }
        public void PerformTick(bool useQueue)
        {
            Vector3 pos    = world.GetPlayerPos();
            int     chunkX = (int)pos.x >> 4;
            int     chunkZ = (int)pos.z >> 4;

            int xMax = chunkX + 4;
            int zMax = chunkZ + 4;

            for (int x = chunkX - 4; x < xMax; x++)
            {
                for (int z = chunkZ - 4; z < zMax; z++)
                {
                    Chunk2 chunk = GetChunk(x, z);

                    if (chunk != null)
                    {
                        chunk.CheckStatusUpdate(useQueue);
                    }

                    //if (chunk != null && chunk.isDataLoaded && chunk.isNeighboursLoaded)
                    //{
                    //    chunk.SpreadDaylight_tick();
                    //}
                }
            }
        }
        public bool LoadChunkWithinDist(int startChunkX, int startChunkZ, int blockDist, int maxLoad)
        {
            int currentLoad = 0;
            int chunkx      = startChunkX >> 4;
            int chunkz      = startChunkZ >> 4;
            int chunkdist   = blockDist >> 4;
            int minX        = chunkx - chunkdist;
            int minZ        = chunkz - chunkdist;
            int maxX        = chunkx + chunkdist;
            int maxZ        = chunkz + chunkdist;

            for (int x = minX; x < maxX; x++)
            {
                for (int z = minZ; z < maxZ; z++)
                {
                    Chunk2 chunk = GetChunk(x, z);
                    if (chunk == null)
                    {
                        LoadChunk(x, z, true);
                        //ChunkLoader.RequestChunk(this, x, z);
                        //this.LoadChunk(x, z);
                        currentLoad++;
                        if (currentLoad >= maxLoad)
                        {
                            return(true);
                        }
                    }
                }
            }
            return(false);
        }
コード例 #4
0
 /// <summary>
 /// Move from status 1 to 2 (data generated to light generated
 /// </summary>
 /// <param name="chunk">Chunk.</param>
 public static void GenerateLight(Chunk2 chunk)
 {
     queue.EngueueItem(() =>
     {
         chunk.SpreadDaylight();
         chunk.status = 2;
     });
 }
コード例 #5
0
 public static void RenderChunk(Chunk2 chunk)
 {
     queue.EngueueItem(() =>
     {
         chunk.manager.renderer.RenderChunk(chunk);
         chunk.status = 3;
     });
 }
コード例 #6
0
 public static void GenerateData(Chunk2 chunk)
 {
     // status 0 to 1
     queue.EngueueItem(() =>
     {
         PerlinWorldGenerator.CreateChunk(chunk);
         chunk.status = 1;
     });
 }
コード例 #7
0
    Chunk2 createChild(Vector3 start, Vector3 end, Algorithm2 algorithm)
    {
        Chunk2 child = (Instantiate(chunkPrefab, start, Quaternion.identity) as GameObject).GetComponent <Chunk2>();

        child.transform.parent = transform;
        child.name             = "Chunk " + start.x + "_" + start.z;
        child.startPoint       = start;
        child.endPoint         = end;
        child.createGeometry(meshRenderer.sharedMaterial, algorithm);
        return(child);
    }
コード例 #8
0
ファイル: Player2.cs プロジェクト: DutchDinosaur/MineMiner
    void enterlastChunk()
    {
        int chunkSizeDifference = lastChunk.chunkSize.x - currentChunk.chunkSize.x;

        if (chunkSizeDifference > 0 || (chunkPos.x >= -chunkSizeDifference / 2 && chunkPos.x < -chunkSizeDifference / 2 + lastChunk.chunkSize.x))
        {
            currentChunk = lastChunk;
            chunkPos.y   = currentChunk.chunkSize.y - 1;
            chunkPos.x  += (currentChunk.chunkSize.x - nextChunk.chunkSize.x) / 2;
        }
    }
        public int GetHeightAt(int x, int z)
        {
            int xPos        = x / 16;
            int zPos        = z / 16;
            int xSectionPos = x % 16;
            int zSectionPos = z % 16;

            Chunk2 chunk = this.GetChunk(xPos, zPos);

            return(chunk.heightMap[xSectionPos + 16 * zSectionPos]);
        }
コード例 #10
0
ファイル: Player2.cs プロジェクト: DutchDinosaur/MineMiner
    //int doScore() {
    //    if (scoreint < transform.position.y)
    //    {
    //        scoreint = (int)transform.position.y;
    //    }
    //    return scoreint;
    //}

    void enterNextChunk()
    {
        int chunkSizeDifference = nextChunk.chunkSize.x - currentChunk.chunkSize.x;

        if (chunkSizeDifference > 0 || (chunkPos.x >= -chunkSizeDifference / 2 && chunkPos.x < -chunkSizeDifference / 2 + nextChunk.chunkSize.x))
        {
            lastChunk    = currentChunk;
            currentChunk = nextChunk;
            chunkPos.y   = 0;
            chunkPos.x  += (currentChunk.chunkSize.x - lastChunk.chunkSize.x) / 2;
        }
    }
コード例 #11
0
 Chunk2 loadChunk(int i)
 {
     if (i < chunksToLoad.Length)
     {
         Chunk2 chunk = GameObject.Instantiate(chunkPrefab, transform.position, Quaternion.identity).GetComponent <Chunk2>();
         chunk.chunkSize         = new Vector2Int(chunksToLoad[i].ChunkWidth, chunkSize.y);
         chunk.randomBombPercent = chunksToLoad[i].randomBombPercent;
         chunk.randomFillPercent = chunksToLoad[i].randomFillPercent;
         chunk.gameObject.GetComponent <GenerateTiledCilinderChunk2>().chunkIndex = i;
         chunk.gameObject.GetComponent <GenerateTiledCilinderChunk2>().chunkWidth = chunksToLoad[i].ChunkWidth;
         return(chunk);
     }
     else
     {
         return(null);
     }
 }
        public void SetBlockId(int x, int y, int z, byte id)
        {
            if (y >= 256 || y < 0)
            {
                return;
            }
            else
            {
                int xPos = x / 16;
                int zPos = z / 16;

                int xSectionPos = x - (xPos * 16);
                int zSectionPos = z - (zPos * 16);

                Chunk2 chunk = this.GetChunk(xPos, zPos);
                if (chunk == null)
                {
                    return;
                }
                chunk.SetBlockId(xSectionPos, y, zSectionPos, id);
            }
        }
コード例 #13
0
    public void Initialise()
    {
        chunk = gameObject.GetComponent <Chunk2>();

        meshes = new Mesh[chunkLength];
        for (int i = 0; i < chunkLength; i++)
        {
            meshes[i] = GameObject.Instantiate(chunkTileObject, transform.position, Quaternion.identity, transform).GetComponent <MeshFilter>().mesh;
        }

        radius          = (chunkCount * chunkLength) / (2 * Mathf.PI);
        circlePosses    = possesOnCircle(chunkLength + 1, radius, chunkIndex);
        dugCirclePosses = possesOnCircle(chunkLength + 1, radius - digDepth, chunkIndex);

        chunk.chunkSize = new Vector2Int(chunkWidth, chunkLength);
        chunk.generateChunk();

        for (int i = 0; i < chunkLength; i++)
        {
            GenerateTileMesh(chunk.walls, i);
        }
    }
        public void SetLightValue(int x, int y, int z, int level)
        {
            if (y >= 256 || y < 0)
            {
                return;
            }
            else
            {
                int xPos = x / 16;
                int zPos = z / 16;

                int xSectionPos = x - (xPos * 16);
                int zSectionPos = z - (zPos * 16);

                Chunk2 chunk = this.GetChunk(xPos, zPos);
                if (chunk == null)
                {
                    return;
                }
                chunk.SetDaylightValue(xSectionPos, y, zSectionPos, (byte)level);
            }
        }
コード例 #15
0
    public void createGeometry(Material material, Algorithm2 algorithm)
    {
        init();

        // Generate the quads
        float quadSize = (new Vector3(startPoint.x, 0, endPoint.z) - startPoint).magnitude / (float)quads;

        for (int i = 0; i < quads; i++)
        {
            for (int j = 0; j < quads; j++)
            {
                Chunk2.createQuad((float)i * quadSize, (float)j * quadSize, quadSize, algorithm, meshData, transform);
            }
        }

        // Pass the data to the mesh
        meshRenderer.sharedMaterial = material;
        meshData.GenerateData(meshFilter.sharedMesh);

        // Recalculate bounds and normals
        meshFilter.sharedMesh.RecalculateBounds();
        NormalSolver.RecalculateNormals(meshFilter.sharedMesh, 60);
    }
        public int GetBlockId(int x, int y, int z)
        {
            if (y >= 256 || y < 0)
            {
                return(0);
            }
            else
            {
                int xPos = x / 16;
                int zPos = z / 16;

                int xSectionPos = x - (xPos * 16);
                int zSectionPos = z - (zPos * 16);

                Chunk2 chunk = this.GetChunk(xPos, zPos);
                if (chunk == null)
                {
                    return(3);
                    //throw new ArgumentNullException();
                }
                return(chunk.GetBlockId(xSectionPos, y, zSectionPos));
            }
        }
        /*public void SpreadLightToAllChunks()
         * {
         *
         *  System.DateTime start = System.DateTime.Now;
         *  foreach (var key in chunkCollection.Keys)
         *  {
         *      if (((Chunk2)chunkCollection[key]).SpreadDaylight())
         *      {
         *          ((Chunk2)chunkCollection[key]).isNeighboursLoaded = true;
         *      }
         *  }
         *  StatsEngine.ChunkSpreadLight += (float)System.DateTime.Now.Subtract(start).TotalSeconds;
         *
         * }*/

        public int GetLightValue(int x, int y, int z)
        {
            if (y >= 256 || y < 0)
            {
                return(15);
            }
            else
            {
                int xPos = x / 16;
                int zPos = z / 16;

                int xSectionPos = x - (xPos * 16);
                int zSectionPos = z - (zPos * 16);

                Chunk2 chunk = this.GetChunk(xPos, zPos);
                if (chunk == null)
                {
                    return(15);
                    //throw new ArgumentNullException();
                }
                return((int)chunk.GetDaylightValue(xSectionPos, y, zSectionPos));
            }
        }
 public void SetChunk(int x, int z, Chunk2 chunk)
 {
     chunkCollection.Add(x + ":" + z, chunk);
 }
        public void LoadChunk(int x, int z, bool useQueue)
        {
            System.DateTime genStart = System.DateTime.Now;

            Chunk2 chunk = new Chunk2(this, x, z);

            chunkCollection.Add(x + ":" + z, chunk);

            chunk.pendingStatus = 1;

            Chunk2 n  = GetChunk(chunk.xPosition, chunk.zPosition + 1);
            Chunk2 ne = GetChunk(chunk.xPosition + 1, chunk.zPosition + 1);
            Chunk2 e  = GetChunk(chunk.xPosition + 1, chunk.zPosition);
            Chunk2 se = GetChunk(chunk.xPosition + 1, chunk.zPosition - 1);
            Chunk2 s  = GetChunk(chunk.xPosition, chunk.zPosition - 1);
            Chunk2 sw = GetChunk(chunk.xPosition - 1, chunk.zPosition - 1);
            Chunk2 w  = GetChunk(chunk.xPosition - 1, chunk.zPosition);
            Chunk2 nw = GetChunk(chunk.xPosition - 1, chunk.zPosition + 1);

            if (n != null)
            {
                chunk.ChunkNorth = n;
                n.ChunkSouth     = chunk;
            }

            if (ne != null)
            {
                chunk.ChunkNorthEast = ne;
                ne.ChunkSouthWest    = chunk;
            }

            if (e != null)
            {
                chunk.ChunkEast = e;
                e.ChunkWest     = chunk;
            }

            if (se != null)
            {
                chunk.ChunkSouthEast = se;
                se.ChunkNorthWest    = chunk;
            }

            if (s != null)
            {
                chunk.ChunkSouth = s;
                s.ChunkNorth     = chunk;
            }

            if (sw != null)
            {
                chunk.ChunkSouthWest = sw;
                sw.ChunkNorthEast    = chunk;
            }

            if (w != null)
            {
                chunk.ChunkWest = w;
                w.ChunkEast     = chunk;
            }

            if (nw != null)
            {
                chunk.ChunkNorthWest = nw;
                nw.ChunkSouthEast    = chunk;
            }


            if (useQueue)
            {
                ChunkLoader.GenerateData(chunk);
            }
            else
            {
                PerlinWorldGenerator.CreateChunk(chunk);
                chunk.status = 1;
            }



            chunk.isDataLoaded        = true;
            StatsEngine.ChunkGenTime += (float)System.DateTime.Now.Subtract(genStart).TotalSeconds;
        }