//有借鉴参考 private IEnumerator SpawnMissingChunks(int originX, int originY, int originZ, int range) { int heightRange = Engine.HeightRange; //清空更新队列updatequeue ChunkUpdateQueue = new List <Chunk>(); //flag chunk不在范围内 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) { ChunksToDestroy.Add(chunk); } } // main loop==看不懂了,原注释保留 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; } 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>(); // 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; } 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 void OnDestroy() { ChunkManager.UnregisterChunk(this); }
//以下的check都没有必要 // ==== initialization ==== public void Awake() { Engine.EngineInstance = this; Engine.ChunkManagerInstance = GetComponent <ChunkManager>(); WorldName = lWorldName; UpdateWorldPath(); BlocksPath = lBlocksPath; Engine.Blocks = lBlocks; TargetFPS = lTargetFPS; MaxChunkSaves = lMaxChunkSaves; MaxChunkDataRequests = lMaxChunkDataRequests; TextureUnit = lTextureUnit; TexturePadding = lTexturePadding; GenerateColliders = lGenerateColliders; ShowBorderFaces = lShowBorderFaces; SaveVoxelData = lSaveVoxelData; GenerateMeshes = lGenerateMeshes; ChunkSpawnDistance = lChunkSpawnDistance; HeightRange = lHeightRange; ChunkDespawnDistance = lChunkDespawnDistance; SendCameraLookEvents = lSendCameraLookEvents; SendCursorEvents = lSendCursorEvents; ChunkSideLength = lChunkSideLength; SquaredSideLength = lChunkSideLength * lChunkSideLength; ChunkDataFiles.LoadedRegions = new Dictionary <string, string[]>(); ChunkDataFiles.TempChunkData = new Dictionary <string, string>(); if (lChunkTimeout <= 0.00001f) { EnableChunkTimeout = false; } else { EnableChunkTimeout = true; ChunkTimeout = lChunkTimeout; } for (int i = 0; i < 31; i++) { Physics.IgnoreLayerCollision(i, 26); } // check block array if (Engine.Blocks.Length < 1) { Debug.LogError("CubeMaster: The blocks array is empty! Use the Block Editor to update the blocks array."); Debug.Break(); } if (Engine.Blocks[0] == null) { Debug.LogError("CubeMaster: Cannot find the empty block prefab (id 0)!"); Debug.Break(); } else if (Engine.Blocks[0].GetComponent <Voxel>() == null) { Debug.LogError("CubeMaster: Voxel id 0 does not have the Voxel component attached!"); Debug.Break(); } // check settings if (Engine.ChunkSideLength < 1) { Debug.LogError("CubeMaster: Chunk side length must be greater than 0!"); Debug.Break(); } if (Engine.ChunkSpawnDistance < 1) { Engine.ChunkSpawnDistance = 0; Debug.LogWarning("CubeMaster: Chunk spawn distance is 0. No chunks will spawn!"); } if (Engine.HeightRange < 0) { Engine.HeightRange = 0; Debug.LogWarning("CubeMaster: Chunk height range can't be a negative number! Setting chunk height range to 0."); } if (Engine.MaxChunkDataRequests < 0) { Engine.MaxChunkDataRequests = 0; Debug.LogWarning("CubeMaster: Max chunk data requests can't be a negative number! Setting max chunk data requests to 0."); } // check materials GameObject chunkPrefab = GetComponent <ChunkManager>().ChunkObject; int materialCount = chunkPrefab.GetComponent <Renderer>().sharedMaterials.Length - 1; for (ushort i = 0; i < Engine.Blocks.Length; i++) { if (Engine.Blocks[i] != null) { Voxel voxel = Engine.Blocks[i].GetComponent <Voxel>(); if (voxel.VSubmeshIndex < 0) { Debug.LogError("CubeMaster: Voxel " + i + " has a material index lower than 0! Material index must be 0 or greater."); Debug.Break(); } if (voxel.VSubmeshIndex > materialCount) { Debug.LogError("CubeMaster: Voxel " + i + " uses material index " + voxel.VSubmeshIndex + ", but the chunk prefab only has " + (materialCount + 1) + " material(s) attached. Set a lower material index or attach more materials to the chunk prefab."); Debug.Break(); } } } // check anti-aliasing if (QualitySettings.antiAliasing > 0) { Debug.LogWarning("CubeMaster: Anti-aliasing is enabled. This may cause seam lines to appear between blocks. If you see lines between blocks, try disabling anti-aliasing, switching to deferred rendering path, or adding some texture padding in the engine settings."); } Engine.Initialized = true; }