コード例 #1
0
        private void UpdateCamera(ALayerCamera layerCamera)
        {
            OnFirstRun();
            Vector3 deltaPos = mainLayerCamera.Position - mainLayerCamera.StartPosition;

            cameraXform.position = StartPosition + Vector3.Scale(deltaPos, parallaxScale);
            InvokeCallbacks();
        }
コード例 #2
0
        /// <summary>
        /// 获取当前安全可视范围。
        /// </summary>
        /// <param name="layerCamera">层摄像机。</param>
        /// <param name="minCoordinate">安全可视范围的最小坐标。</param>
        /// <param name="maxCoordinate">安全可视范围的最大坐标。</param>
        private void GetVisibleRange(ALayerCamera layerCamera, out float minCoordinate, out float maxCoordinate)
        {
            float halfLength  = GetSafeVisibleAreaLength() * 0.5f;
            float camPosition = GetOneDCoordinate(layerCamera.Position);

            minCoordinate = camPosition - halfLength;
            maxCoordinate = camPosition + halfLength;
        }
コード例 #3
0
        /// <summary>
        /// 将 GameObject 的 layer 设置为 层摄像机可见的第一个 layer。
        /// 如果层摄像机没有可见层则保留 GameObject 原先设置。
        /// </summary>
        /// <param name="go">GameObject。</param>
        /// <param name="layerCamera">层摄像机。</param>
        protected void SetToCameraLayer(GameObject go, ALayerCamera layerCamera)
        {
            LayerMask layerMask = layerCamera.Camera.cullingMask;
            int       layer     = layerMask.GetFirstLayer();

            if (layer != -1)
            {
                go.layer = layer;
            }
        }
コード例 #4
0
        /// <summary>
        /// 获取当前安全可视范围内(及向外扩展一个元素)元素最大索引和最小索引。
        /// </summary>
        /// <param name="layerCamera">层摄像机。</param>
        /// <param name="nearElementIndex">近端场景元素索引。</param>
        /// <param name="farElementIndex">远端场景元素索引。</param>
        protected void GetVisibleElementsRange(ALayerCamera layerCamera,
                                               out int nearElementIndex,
                                               out int farElementIndex)
        {
            float minCoordinate;
            float maxCoordinate;

            GetVisibleRange(layerCamera, out minCoordinate, out maxCoordinate);
            nearElementIndex = GetNearElementIndex(minCoordinate, elementCoordinates);
            farElementIndex  = GetFarElementIndex(maxCoordinate, elementCoordinates);
        }
コード例 #5
0
        public override void OnBecameInvisible(ALayerCamera layerCamera)
        {
            if (!IsVisible)
            {
                return;
            }

            Assert.IsNotNull(entity);

            entity.localScale = originalScale;
            PoolManager.Despawn(entity);
            entity    = null;
            IsVisible = false;
        }
コード例 #6
0
        public override void OnBecameVisible(ALayerCamera layerCamera)
        {
            if (IsVisible)
            {
                return;
            }

            Assert.IsNull(entity);

            entity            = PoolManager.Spawn(PoolName, Prefab, Position, Rotation);
            originalScale     = entity.localScale;
            entity.localScale = Vector3.Scale(originalScale, RelativeScale);
            SetToCameraLayer(entity.gameObject, layerCamera);
            IsVisible = true;
        }
        protected override void UpdateCulling(ALayerCamera layerCamera)
        {
            if (elementCoordinates.Count == 0)
            {
                return;
            }

            // 获取可见的最近和最远场景元素的索引值
            int nearElementIndex;
            int farElementIndex;

            GetVisibleElementsRange(layerCamera, out nearElementIndex, out farElementIndex);

            // 设置可视范围内的元素为可见
            for (int i = nearElementIndex; i <= farElementIndex; i++)
            {
                if (!elements[i].IsVisible)
                {
                    elements[i].OnBecameVisible(layerCamera);
                }
            }

            // 回收身后的场景元素
            if (positiveDirection == RelativeDirection.Positive)
            {
                int index = 0;

                while (index < nearElementIndex)
                {
                    SceneElementPool.Delete(elements[0]);
                    elements.RemoveAt(0);
                    elementCoordinates.RemoveAt(0);
                    index += 1;
                }
            }
            else
            {
                int index = elements.Count - 1;

                while (index > farElementIndex)
                {
                    SceneElementPool.Delete(elements[index]);
                    elements.RemoveAt(index);
                    elementCoordinates.RemoveAt(index);
                    index -= 1;
                }
            }
        }
コード例 #8
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        /// <summary>
        /// 摄像机更新回调。
        /// </summary>
        private void UpdateSpawn(ALayerCamera layerCamera)
        {
            float camViewPositiveDist;
            float camViewNegativeDist;

            GetCameraViewDistance(out camViewPositiveDist, out camViewNegativeDist);

            if (filledPositiveDistance < camViewPositiveDist)
            {
                filledPositiveDistance =
                    SpawnToPositiveDistance(filledPositiveDistance, camViewPositiveDist, sceneCulling);
            }

            if (filledNegativeDistance > camViewNegativeDist)
            {
                filledNegativeDistance =
                    SpawnToNegativeDistance(filledNegativeDistance, camViewNegativeDist, sceneCulling);
            }
        }
コード例 #9
0
        protected override void UpdateCulling(ALayerCamera layerCamera)
        {
            if (elementCoordinates.Count == 0)
            {
                return;
            }

            // 获取可见的最近和最远场景元素的索引值
            int nearElementIndex;
            int farElementIndex;

            GetVisibleElementsRange(layerCamera, out nearElementIndex, out farElementIndex);

            // 设置可视范围内的元素为可见
            for (int i = nearElementIndex; i <= farElementIndex; i++)
            {
                if (elements[i].IsVisible)
                {
                    visibleElements.Remove(elements[i]);
                }
                else
                {
                    elements[i].OnBecameVisible(layerCamera);
                }
            }

            // 设置之前可见当前不可见的场景元素为不可见
            foreach (ASceneElement element in visibleElements)
            {
                element.OnBecameInvisible(layerCamera);
            }

            // 重新填充当前可见元素集合
            visibleElements.Clear();

            for (int i = nearElementIndex; i <= farElementIndex; i++)
            {
                visibleElements.Add(elements[i]);
            }
        }
コード例 #10
0
 /// <summary>
 /// 更新场景元素的可见性。
 /// </summary>
 /// <param name="layerCamera"></param>
 abstract protected void UpdateCulling(ALayerCamera layerCamera);
コード例 #11
0
 /// <summary>
 /// 元素变得不可见时回调。
 /// </summary>
 abstract public void OnBecameInvisible(ALayerCamera layerCamera);