コード例 #1
0
    /// <summary>
    /// Spawns a GameObject on many voxels in a chunk.
    /// </summary>
    /// <param name="chunk">Chunk.</param>
    /// <param name="chunkGridCoord">Chunk grid coordinate.</param>
    /// <param name="obj">Object.</param>
    void onManyVoxelPosition(Chunks chunk, Vec3Int chunkGridCoord, GameObject obj)
    {
        Vector3 chunkBCoords = new Vector3(chunkGridCoord.x, chunkGridCoord.y, chunkGridCoord.z) * vxe.chunk_size;

        Random.seed = (int)Time.frameCount;

        for (int x = 0; x < vxe.chunk_size; x++)
        {
            for (int z = 0; z < vxe.chunk_size; z++)
            {
                for (int y = vxe.chunk_size - 1; y >= 0; y--)
                {
                    Voxel vx = chunk.getVoxel(new Vec3Int(x, y, z));

                    if (vx.isOccupied() && vxe.voxelHasSurface(vx, VF.VX_TOP_SHOWN))
                    {
                        Vector3 voxelCoords = vxe.FromGridUnTrunc(chunkBCoords + new Vector3(x, y, z));

                        if (Random.Range(0, 20) == 0)
                        {
                            GameObject newObj = Instantiate(obj, voxelCoords + Vector3.up * vxe.voxel_size * 1.0f, Quaternion.AngleAxis(Random.Range(0, 360), Vector3.up)) as GameObject;
                            newObj.transform.parent = obj.transform.parent;
                            newObj.SetActive(true);
                            spawns.push(newObj.GetComponent <SpawnObject> ());
                            spawnCount++;
                            return;
                        }
                    }
                }
            }
        }
    }
コード例 #2
0
ファイル: JumpingAI.cs プロジェクト: wertkh32/GardenMR
    bool checkForJumpPositions(Vector3 dir, out Vector3 out_minAngleDir)
    {
        Vec3Int jumpCoords = vxe.ToGrid(transform.position);

        bool    canJump     = false;
        float   maxdotprod  = float.MinValue;
        Vector3 minAngleDir = Vector3.zero;

        for (int i = -JUMP_RANGE; i <= JUMP_RANGE; i++)
        {
            for (int j = -JUMP_RANGE; j <= JUMP_RANGE; j++)
            {
                for (int k = MAX_JUMP_HEIGHT; k >= 1; k--)
                {
                    Vec3Int vcoords = jumpCoords + new Vec3Int(i, k, j);
                    Voxel   vx      = vxe.grid.getVoxel(vcoords);
                    if (vx.isOccupied() && vxe.voxelHasSurface(vx, VF.VX_TOP_SHOWN))
                    {
                        Vector3 wrldcoords = vxe.FromGridUnTrunc(vcoords.ToVec3() + new Vector3(0.5f, 1.0f, 0.5f));
                        Vector3 vdir       = Vector3.ProjectOnPlane((wrldcoords - transform.position), Vector3.up).normalized;
                        float   dotprod    = Vector3.Dot(dir, vdir);
                        if (dotprod > 0)
                        {
                            canJump = true;
                            if (dotprod > maxdotprod)
                            {
                                maxdotprod   = dotprod;
                                minAngleDir  = vdir;
                                jumpPosition = wrldcoords;
                            }
                        }
                    }
                }
            }
        }



        out_minAngleDir = minAngleDir;
        return(canJump);
    }
コード例 #3
0
ファイル: ItemSpawner.cs プロジェクト: wertkh32/GardenMR
    IEnumerator SpawnItems()
    {
        yield return(new WaitForSeconds(5.0f));

        Vector3 coords = Vector3.zero, norm = Vector3.zero;

        bool hitsomething = false;

        while (!hitsomething)
        {
            hitsomething = vxe.RayCast(camera.transform.position, Vector3.down, 64, ref coords, ref norm, 1.0f);
            yield return(null);
        }

        Random.seed = System.DateTime.Now.Millisecond;
        floorChunkY = vxe.getChunkCoords(coords).y;
        Vec3Int prevcc  = new Vec3Int(vxe.num_chunks_x / 2, vxe.num_voxels_y / 2, vxe.num_chunks_z / 2);
        Vector2 prevdir = Vector2.zero;

        for (int s = 0; s < stages.Length; s++)
        {
            currentStage = s;
            ItemInfo[] items = stages[s].items;
            nextStage = false;

            for (int i = 0; i < items.Length; i++)
            {
                int biomeIndex = (int)items[i].biome;
                IndexStack <Vec3Int> occupiedChunks =
                    items[i].biome == BIOMES.none ? vxe.occupiedChunks : BiomeScript.Instance.biomeOccupiedChunks[biomeIndex];

                bool spawned  = false;
                int  maxdist  = 3;
                int  attempts = 0;
                while (!spawned)
                {
                    int chunkx;
                    int chunkz;

                    while (true)
                    {
                        int count  = occupiedChunks.getCount();
                        int period = Random.Range(0, count);

                        Vec3Int randomCC = occupiedChunks.peek(period);
                        chunkx = randomCC.x;
                        chunkz = randomCC.z;


                        bool isFarEnough = true;
                        int  start       = Mathf.Max(0, prevpositions.getCount() - 3);

                        for (int k = start; k < prevpositions.getCount(); k++)
                        {
                            Vec3Int pcc  = prevpositions.peek(k);
                            int     dist = (chunkx - pcc.x) * (chunkx - pcc.x) + (chunkz - pcc.z) * (chunkz - pcc.z);
                            Debug.Log(dist);
                            if (dist < maxdist * maxdist)
                            {
                                isFarEnough = false;
                                break;
                            }
                        }


                        if (SpawnCount == 0 || isFarEnough)
                        {
                            break;
                        }

                        attempts++;

                        if (attempts % 20 == 0)
                        {
                            if (maxdist > 1)
                            {
                                maxdist--;
                            }
                        }

                        yield return(null);
                    }



                    Chunks chunk = null;

                    for (int k = floorChunkY + range; k >= floorChunkY; k--)
                    {
                        chunk = vxe.grid.voxelGrid [chunkx, k, chunkz];
                        Chunks chunkup   = vxe.grid.voxelGrid [chunkx, k + 1, chunkz];
                        bool   isthereUp = (chunkup != null && chunkup.voxel_count > 3);

                        if (!isthereUp && chunk != null && chunk.voxel_count > 60 && vxe.isChunkASurface(DIR.DIR_UP, chunk, 0.5f))
                        {
                            Vector3 chunkBaseCoords = new Vector3(chunkx, k, chunkz) * vxe.chunk_size;



                            for (int ox = 0; ox < vxe.chunk_size; ox++)
                            {
                                int x = (ox + vxe.chunk_size / 2 - 1) % vxe.chunk_size;
                                for (int oz = 0; oz < vxe.chunk_size; oz++)
                                {
                                    int z = (oz + vxe.chunk_size / 2 - 1) % vxe.chunk_size;
                                    for (int y = vxe.chunk_size - 1; y >= 0; y--)
                                    {
                                        Voxel vx = chunk.getVoxel(new Vec3Int(x, y, z));

                                        if (vx.isOccupied() && vxe.voxelHasSurface(vx, VF.VX_TOP_SHOWN))
                                        {
                                            Vector3 voxelCoords = vxe.FromGridUnTrunc(chunkBaseCoords + new Vector3(x, y, z));
                                            if (voxelCoords.y < coords.y + items [i].minSpawnHeightOffFloor * vxe.voxel_size ||
                                                voxelCoords.y > coords.y + items [i].maxSpawnHeightOffFloor * vxe.voxel_size)
                                            {
                                                continue;
                                            }

                                            GameObject newItem = (GameObject)Instantiate(items [i].item, voxelCoords + new Vector3(0, vxe.voxel_size, 0), Quaternion.identity);
                                            newItem.SetActive(true);


                                            newItem.GetComponent <VoxelParent>().chunkCoords = new Vec3Int(chunkx, k, chunkz);

                                            prevpositions.push(new Vec3Int(chunkx, 0, chunkz));

                                            SpawnCount++;

                                            spawned = true;
                                            Debug.Log("spawned!");
                                            canSpawn = false;
                                            goto imout;
                                        }
                                        yield return(null);
                                    }
                                }
                            }
                        }
                    }

imout:

                    if (spawned && !stages[s].allAtOnce)
                    {
                        while (!canSpawn)
                        {
                            yield return(new WaitForSeconds(1.0f));
                        }
                    }
                    else
                    {
                        yield return(null);
                    }
                }
            }

            while (stages[s].stageWait && !nextStage)
            {
                yield return(new WaitForSeconds(1.0f));
            }
        }
    }