private void _InitData(SceneLevelData levelData) { this.chunkWidth = levelData.ChunkWidth; this.chunkHeight = levelData.ChunkHeight; this.chunkColumns = levelData.ChunkColumns; this.chunkRows = levelData.ChunkRows; this.chunks = new SceneChunk[this.chunkColumns * this.chunkRows]; for (var i = 0; i < levelData.Chunks.Count; ++i) { var chunkRefData = levelData.Chunks[i]; var x = chunkRefData.PositionX / this.chunkWidth; var z = chunkRefData.PositionZ / this.chunkHeight; var index = Mathf.FloorToInt(z * this.chunkColumns + x); var go = new GameObject("_Chunk"); go.transform.SetParent(this.levelRoot.transform); var chunk = new SceneChunk(index, chunkRefData, go, this.validateData); this.chunks[index] = chunk; } if (SceneLevel.IsInEdit()) { var levelObject = SceneLevel.GetOrAddComponent <LevelObject>(this.levelRoot); levelObject.Path = this.levelPath; levelObject.ChunkWidth = this.chunkWidth; levelObject.ChunkHeight = this.chunkHeight; levelObject.ChunkColumns = this.chunkColumns; levelObject.ChunkRows = this.chunkRows; } }
public ScenePrefab(SceneObjectData objectData, GameObject objectRoot) : base(objectData, objectRoot) { if (SceneLevel.IsInEdit()) { var prefabObject = SceneLevel.GetOrAddComponent <PrefabObject>(this.ObjectRoot); prefabObject.PrefabPath = (this.ObjectData as ScenePrefabData).Path; } }
public SceneChunk(int index, SceneChunkRefData chunkRefData, GameObject chunkRoot, bool validateData) { this.index = index; this.chunkRefData = chunkRefData; this.chunkRoot = chunkRoot; this.chunkRoot.transform.localPosition = new Vector3(chunkRefData.PositionX, chunkRefData.PositionY, chunkRefData.PositionZ); this.chunkRoot.transform.localRotation = new Quaternion(chunkRefData.OrientationX, chunkRefData.OrientationY, chunkRefData.OrientationZ, chunkRefData.OrientationW); this.chunkRoot.transform.localScale = Vector3.one; this.validateData = validateData; this.dispatcher = new Dispatcher(this); this.stateSet = new StateSet <States>(); // Data loading var dataLoadingState = new ChunkDataLoadingState(States.DATALOADING); dataLoadingState.UnloadStateId = States.UNLOADING; this.stateSet.AddState(dataLoadingState.StateId, dataLoadingState); // Object loading var objectLoadingState = new ChunkObjectLoadingState(States.OBJECTLOADING); objectLoadingState.UnloadStateId = States.UNLOADING; this.stateSet.AddState(objectLoadingState.StateId, objectLoadingState); // Loaded var loadedState = new ChunkLoadedState(States.LOADED); loadedState.LoadStateId = States.LOADED; loadedState.UnloadStateId = States.UNLOADING; this.stateSet.AddState(loadedState.StateId, loadedState); // Unloading var unloadingState = new ChunkUnloadingState(States.UNLOADING); this.stateSet.AddState(unloadingState.StateId, unloadingState); // Unloaded var unloadedState = new ChunkUnloadedState(States.UNLOADED); unloadedState.LoadStateId = States.DATALOADING; unloadedState.UnloadStateId = States.UNLOADED; this.stateSet.AddState(unloadedState.StateId, unloadedState); this.controller = new StateMachine(this); _ChangeState(States.UNLOADED); if (SceneLevel.IsInEdit()) { var chunkObject = SceneLevel.GetOrAddComponent <ChunkObject>(this.chunkRoot); chunkObject.Path = chunkRefData.Path; } }
public SceneLightModifier(SceneObjectData objectData, GameObject objectRoot) : base(objectData, objectRoot) { var modifierData = objectData as SceneLightModifierData; this.targetIntensity = modifierData.Intensity; this.targetColor = new Color(modifierData.Red, modifierData.Green, modifierData.Blue); if (SceneLevel.IsInEdit()) { var modifierObject = SceneLevel.GetOrAddComponent <LightModifierObject>(this.ObjectRoot); modifierObject.Intensity = this.targetIntensity; modifierObject.Color = this.targetColor; } }