public void Invalidate() { this.states[this.slot] = OccludeeState.State.Unused; this.slot = -1; this.onVisibilityChanged = (OcclusionCulling.OnVisibilityChanged)null; this.cell = (OcclusionCulling.Cell)null; }
public void Invalidate() { this.states[this.slot] = OccludeeState.State.Unused; this.slot = -1; this.onVisibilityChanged = null; this.cell = null; }
public OccludeeState Initialize( OcclusionCulling.SimpleList <OccludeeState.State> states, OcclusionCulling.BufferSet set, int slot, Vector4 sphereBounds, bool isVisible, float minTimeVisible, bool isStatic, int layer, OcclusionCulling.OnVisibilityChanged onVisibilityChanged) { states[slot] = new OccludeeState.State() { sphereBounds = sphereBounds, minTimeVisible = minTimeVisible, waitTime = isVisible ? Time.get_time() + minTimeVisible : 0.0f, waitFrame = (uint)(Time.get_frameCount() + 1), isVisible = isVisible ? (byte)1 : (byte)0, active = (byte)1, callback = onVisibilityChanged != null ? (byte)1 : (byte)0 }; this.slot = slot; this.isStatic = isStatic; this.layer = layer; this.onVisibilityChanged = onVisibilityChanged; this.cell = (OcclusionCulling.Cell)null; this.states = states; return(this); }
public OccludeeState Initialize(OcclusionCulling.SimpleList <OccludeeState.State> states, OcclusionCulling.BufferSet set, int slot, Vector4 sphereBounds, bool isVisible, float minTimeVisible, bool isStatic, int layer, OcclusionCulling.OnVisibilityChanged onVisibilityChanged) { OcclusionCulling.SimpleList <OccludeeState.State> simpleList = states; int num = slot; OccludeeState.State state = new OccludeeState.State() { sphereBounds = sphereBounds, minTimeVisible = minTimeVisible, waitTime = (isVisible ? Time.time + minTimeVisible : 0f), waitFrame = (uint)(Time.frameCount + 1), isVisible = (byte)((isVisible ? 1 : 0)), active = 1, callback = (byte)((onVisibilityChanged != null ? 1 : 0)) }; simpleList[num] = state; this.slot = slot; this.isStatic = isStatic; this.layer = layer; this.onVisibilityChanged = onVisibilityChanged; this.cell = null; this.states = states; return(this); }