/// <summary> /// Equivalent to DynamicChunksUpdate but for terrain mapping. Loads the chunks required for the map and unloads the unrequired ones. /// </summary> /// <param name="bottomLeftPos">Bottom left corner of the map.</param> /// <param name="topRightPos">Top right corner of the map.</param> /// <param name="inMaxUpdateTime">Function from the mapping class that checks if the corresponding MaxUpdateTime is exceeded.</param> public virtual void UpdateChunksForMap(Vector2Int bottomLeftPos, Vector2Int topRightPos, System.Func <bool> inMaxUpdateTime) { Vector2Int bottomLeftChunkPos = TerrainPosToChunk(bottomLeftPos); Vector2Int topRightChunkPos = TerrainPosToChunk(topRightPos); Vector2Int mapSize = topRightChunkPos - bottomLeftChunkPos; // Destroy the don't required chunks List <Vector2Int> chunksToDestroy = new List <Vector2Int>(); foreach (KeyValuePair <Vector2Int, Chunk> entry in ChunksForMap) { if (entry.Key.x < bottomLeftChunkPos.x || entry.Key.x > topRightChunkPos.x || entry.Key.y < bottomLeftChunkPos.y || entry.Key.y > topRightChunkPos.y) { entry.Value.Destroy(); chunksToDestroy.Add(entry.Key); } } foreach (Vector2Int pos in chunksToDestroy) { ChunksForMap.Remove(pos); } // Load the chunks required for map Vector2Int chunkPos = new Vector2Int(); for (int x = 0; x <= mapSize.x; x++) { for (int y = 0; y <= mapSize.y; y++) { chunkPos.x = bottomLeftChunkPos.x + x; chunkPos.y = bottomLeftChunkPos.y + y; // If no loaded neither loading if (!CurrentChunks.ContainsKey(chunkPos) && !ChunksLoaded.ContainsKey(chunkPos) && !ChunksLoading.ContainsKey(chunkPos) && !ChunksForMap.ContainsKey(chunkPos) && !ChunksLoadingForMap.ContainsKey(chunkPos)) { LoadChunk(chunkPos, ParallelChunkLoading, true); } } } }
/// <summary> /// <para>Checks the reference current chunk, that always has to be build.</para> /// <para>If is loading, waits for it to load and then build it.</para> /// <para>If it isn't loaded, loads it.</para> /// </summary> protected virtual void CheckReferenceCurrentChunk() { Monitor.Enter(ChunksLoadingLock); if (!CurrentChunks.ContainsKey(ReferenceChunkPos) && !ChunksLoaded.ContainsKey(ReferenceChunkPos)) { bool isLoading = ChunksLoading.TryGetValue(ReferenceChunkPos, out Chunk referenceChunk); Monitor.Exit(ChunksLoadingLock); if (isLoading) { referenceChunk.ParallelTask.Wait(); // Wait parallel loading to end BuildParallelyLoadedChunks(); // Built the chunk (and the others if are required) } else { LoadChunk(ReferenceChunkPos, true); // Ignore parallel because is impossible continue playing without this chunk } } else { Monitor.Exit(ChunksLoadingLock); } }
public virtual Chunk GetChunk(Vector2Int terrainPos) { Vector2Int chunkPos = TerrainPosToChunk(terrainPos); return(CurrentChunks.ContainsKey(chunkPos) ? CurrentChunks[chunkPos] : null); }