コード例 #1
0
 public CreateTileTask(TileProducer owner, int level, int tx, int ty, List <Slot> slot)
 {
     m_owner = owner;
     m_level = level;
     m_tx    = tx;
     m_ty    = ty;
     Slot    = slot;
 }
コード例 #2
0
        public void InsertProducer(int id, TileProducer producer)
        {
            if (m_producers.ContainsKey(id))
            {
                throw new InvalidOperationException("Producer id already inserted");
            }

            m_producers.Add(id, producer);
        }
コード例 #3
0
        /// <summary>
        /// Find all the quads in a terrain that need to be drawn. If a quad is a leaf and is visible it should
        /// be drawn. If that quads tile is not ready the first ready parent is drawn
        /// NOTE - because of the current set up all task are run on the frame they are generated so
        /// the leaf quads will always have tiles that are ready to be drawn
        /// </summary>
        private void FindDrawableQuads(TerrainQuad quad, List <TileSampler> samplers)
        {
            quad.Drawable = false;

            if (!quad.IsVisible)
            {
                quad.Drawable = true;
                return;
            }

            if (quad.IsLeaf)
            {
                for (int i = 0; i < samplers.Count; ++i)
                {
                    TileProducer p  = samplers[i].Producer;
                    int          l  = quad.Level;
                    int          tx = quad.Tx;
                    int          ty = quad.Ty;

                    if (p.HasTile(l, tx, ty) && p.FindTile(l, tx, ty, false, true) == null)
                    {
                        return;
                    }
                }
            }
            else
            {
                int nDrawable = 0;
                for (int i = 0; i < 4; ++i)
                {
                    FindDrawableQuads(quad.GetChild(i), samplers);
                    if (quad.GetChild(i).Drawable)
                    {
                        ++nDrawable;
                    }
                }

                if (nDrawable < 4)
                {
                    for (int i = 0; i < samplers.Count; ++i)
                    {
                        TileProducer p  = samplers[i].Producer;
                        int          l  = quad.Level;
                        int          tx = quad.Tx;
                        int          ty = quad.Ty;

                        if (p.HasTile(l, tx, ty) && p.FindTile(l, tx, ty, false, true) == null)
                        {
                            return;
                        }
                    }
                }
            }

            quad.Drawable = true;
        }