// ==== maintenance =========================================================================================== public void Awake() { chunkIndex = new Index(transform.position); Size = Engine.ChunkSize; neighborChunks = new Chunk[6]; // 0 = up, 1 = down, 2 = right, 3 = left, 4 = forward, 5 = back MeshCreator = GetComponent <ChunkMeshCreator>(); fresh = true; // Register chunk ChunkManager.RegisterChunk(this); // Clear the voxel data voxelData = new ushort[sizeX * sizeY * sizeZ]; // Set actual position Vector3 idx = chunkIndex.ToVector3(); Vector3 s = transform.localScale; transform.position = new Vector3( idx.x * sizeX * s.x, idx.y * sizeY * s.y, idx.z * sizeZ * s.z); // Grab voxel data if (Engine.EnableMultiplayer && !Network.isServer) { StartCoroutine(RequestVoxelData()); // if multiplayer, get data from server } else if (Engine.SaveVoxelData && TryLoadVoxelData()) { // data is loaded through TryLoadVoxelData() } else { GenerateVoxelData(); } }
// ==== maintenance =========================================================================================== public void Awake() { // chunk initialization (load/generate data, set position, etc.) // Set variables ChunkIndex = new Index(transform.position); SideLength = Engine.ChunkSideLength; SquaredSideLength = SideLength * SideLength; NeighborChunks = new Chunk[6]; // 0 = up, 1 = down, 2 = right, 3 = left, 4 = forward, 5 = back MeshCreator = GetComponent <ChunkMeshCreator>(); Fresh = true; // Register chunk ChunkManager.RegisterChunk(this); // Clear the voxel data VoxelData = new ushort[SideLength * SideLength * SideLength]; // Set actual position transform.position = ChunkIndex.ToVector3() * SideLength; // multiply by scale transform.position = new Vector3(transform.position.x * transform.localScale.x, transform.position.y * transform.localScale.y, transform.position.z * transform.localScale.z); // Grab voxel data /*if (Engine.EnableMultiplayer && !Network.isServer) { * StartCoroutine (RequestVoxelData()); // if multiplayer, get data from server * } * else */ if (Engine.SaveVoxelData && TryLoadVoxelData() == true) { // data is loaded through TryLoadVoxelData() } else { GenerateVoxelData(); } }
public void Update() { // don't load chunks if engine isn't initialized yet if (!Engine.Initialized || !ChunkManager.Initialized) { return; } // don't load chunks if multiplayer is enabled but the connection isn't established yet if (Engine.EnableMultiplayer) { if (!Network.isClient && !Network.isServer) { return; } } // track which chunk we're currently in. If it's different from previous frame, spawn chunks at current position. currentPos = Engine.PositionToChunkIndex(transform.position); if (currentPos.IsEqual(LastPos) == false) { ChunkManager.SpawnChunks(currentPos.x, currentPos.y, currentPos.z); // (Multiplayer) update server position if (Engine.EnableMultiplayer && Engine.MultiplayerTrackPosition && Engine.UniblocksNetwork != null) { UniblocksClient.UpdatePlayerPosition(currentPos); } } LastPos = currentPos; }
private void OnDestroy() { ChunkManager.UnregisterChunk(this); }
private IEnumerator SpawnMissingChunks(int originX, int originY, int originZ, int range) { int heightRange = Engine.HeightRange; ChunkUpdateQueue = new List <Chunk>(); // clear update queue - it will be repopulated again in the correct order in the following loop // flag chunks not in range for removal 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) { // destroy chunks outside of vertical range ChunksToDestroy.Add(chunk); } } // main loop 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(); }
void Awake() { EngineInstance = this; ChunkManagerInstance = GetComponent <ChunkManager>(); WorldName = lWorldName; UpdateWorldPath(); BlocksPath = lBlocksPath; Blocks = lBlocks; TargetFPS = lTargetFPS; MaxChunkSaves = lMaxChunkSaves; MaxChunkDataRequests = lMaxChunkDataRequests; TextureUnit = lTextureUnit; TexturePadding = lTexturePadding; GenerateColliders = lGenerateColliders; ShowBorderFaces = lShowBorderFaces; EnableMultiplayer = lEnableMultiplayer; MultiplayerTrackPosition = lMultiplayerTrackPosition; SaveVoxelData = lSaveVoxelData; GenerateMeshes = lGenerateMeshes; ChunkSpawnDistance = lChunkSpawnDistance; HeightRange = lHeightRange; ChunkDespawnDistance = lChunkDespawnDistance; SendCameraLookEvents = lSendCameraLookEvents; SendCursorEvents = lSendCursorEvents; ChunkSize = new Index3(lChunkSizeX, lChunkSizeY, lChunkSizeZ); ChunkDataFiles.LoadedRegions = new Dictionary <string, string[]>(); ChunkDataFiles.TempChunkData = new Dictionary <string, string>(); if (lChunkTimeout <= 0.00001f) { EnableChunkTimeout = false; } else { EnableChunkTimeout = true; ChunkTimeout = lChunkTimeout; } /*if (Application.isWebPlayer) * { * lSaveVoxelData = SaveVoxelData = false; * }*/ // set layer collision if (LayerMask.LayerToName(NO_COLLIDE_LAYER) != string.Empty) { Debug.LogWarning("Uniblocks: " + NO_COLLIDE_LAYER + " is reserved for Uniblocks; it is automatically set to ignore collision with all layers."); } for (int i = 0; i < 31; i++) { Physics.IgnoreLayerCollision(i, NO_COLLIDE_LAYER); } PerformValidationChecks(); Initialized = true; }
// ==== 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; EnableMultiplayer = lEnableMultiplayer; MultiplayerTrackPosition = lMultiplayerTrackPosition; EnableInternetplayer = lEnableInternetplayer; 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; } if (Application.isWebPlayer) { lSaveVoxelData = false; SaveVoxelData = false; } // set layer if (LayerMask.LayerToName(26) != "" && LayerMask.LayerToName(26) != "UniblocksNoCollide") { Debug.LogWarning("Uniblocks: Layer 26 is reserved for Uniblocks; it is automatically set to ignore collision with all layers."); } for (int i = 0; i < 31; i++) { Physics.IgnoreLayerCollision(i, 26); } ///不能即是广域网游戏又是局域网游戏 if (Engine.EnableInternetplayer && EnableInternetplayer == EnableMultiplayer) { Debug.LogError("Uniblocks: Can not be internetplayer or multiplayer meanwhile."); Debug.Break(); } // check block array if (Engine.Blocks.Length < 1) { Debug.LogError("Uniblocks: The blocks array is empty! Use the Block Editor to update the blocks array."); Debug.Break(); } if (Engine.Blocks[0] == null) { Debug.LogError("Uniblocks: Cannot find the empty block prefab (id 0)!"); Debug.Break(); } else if (Engine.Blocks[0].GetComponent <Voxel>() == null) { Debug.LogError("Uniblocks: Voxel id 0 does not have the Voxel component attached!"); Debug.Break(); } // check settings if (Engine.ChunkSideLength < 1) { Debug.LogError("Uniblocks: Chunk side length must be greater than 0!"); Debug.Break(); } if (Engine.ChunkSpawnDistance < 1) { Engine.ChunkSpawnDistance = 0; Debug.LogWarning("Uniblocks: Chunk spawn distance is 0. No chunks will spawn!"); } if (Engine.HeightRange < 0) { Engine.HeightRange = 0; Debug.LogWarning("Uniblocks: Chunk height range can't be a negative number! Setting chunk height range to 0."); } if (Engine.MaxChunkDataRequests < 0) { Engine.MaxChunkDataRequests = 0; Debug.LogWarning("Uniblocks: 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("Uniblocks: Voxel " + i + " has a material index lower than 0! Material index must be 0 or greater."); Debug.Break(); } if (voxel.VSubmeshIndex > materialCount) { Debug.LogError("Uniblocks: 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("Uniblocks: 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; }
// ==== 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; EnableMultiplayer = lEnableMultiplayer; MultiplayerTrackPosition = lMultiplayerTrackPosition; 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; } if (Application.isWebPlayer) { lSaveVoxelData = false; SaveVoxelData = false; } // set layer if (LayerMask.LayerToName (26) != "" && LayerMask.LayerToName (26) != "UniblocksNoCollide") { Debug.LogWarning ("Uniblocks: Layer 26 is reserved for Uniblocks; it is automatically set to ignore collision with all layers."); } for (int i=0; i<31; i++) { Physics.IgnoreLayerCollision (i, 26); } // check block array if (Engine.Blocks.Length < 1) { Debug.LogError ("Uniblocks: The blocks array is empty! Use the Block Editor to update the blocks array."); Debug.Break(); } if (Engine.Blocks[0] == null) { Debug.LogError ("Uniblocks: Cannot find the empty block prefab (id 0)!"); Debug.Break(); } else if (Engine.Blocks[0].GetComponent<Voxel>() == null) { Debug.LogError ("Uniblocks: Voxel id 0 does not have the Voxel component attached!"); Debug.Break(); } // check settings if (Engine.ChunkSideLength < 1) { Debug.LogError ("Uniblocks: Chunk side length must be greater than 0!"); Debug.Break(); } if (Engine.ChunkSpawnDistance < 1) { Engine.ChunkSpawnDistance = 0; Debug.LogWarning ("Uniblocks: Chunk spawn distance is 0. No chunks will spawn!"); } if (Engine.HeightRange < 0) { Engine.HeightRange = 0; Debug.LogWarning ("Uniblocks: Chunk height range can't be a negative number! Setting chunk height range to 0."); } if (Engine.MaxChunkDataRequests < 0) { Engine.MaxChunkDataRequests = 0; Debug.LogWarning ("Uniblocks: 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 ("Uniblocks: Voxel "+i+" has a material index lower than 0! Material index must be 0 or greater."); Debug.Break(); } if (voxel.VSubmeshIndex > materialCount) { Debug.LogError ("Uniblocks: 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 ("Uniblocks: 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; }