コード例 #1
0
        public static void GenerateBySceneInfo(List <ScenePrefab> scenePrefabs, Transform parent, Texture2D tex,
                                               SceneRaycastInfo sceneInfo, int space)
        {
            var hits = sceneInfo.GetTopHits();

            Generate(scenePrefabs, parent, tex, hits, space);
            // GenerateByTexture(scenePrefab, parent, tex, sceneInfo.Center);
        }
コード例 #2
0
        public static Texture2D GetTexture(SceneRaycastInfo sceneInfo, CalculateType calType, int minRange = -1, int maxRange = -1,
                                           int generateLayerMask = -1)
        {
            var width  = sceneInfo.Width;
            var height = sceneInfo.Height;
            var tex    = CreateTexture2D(width, height);

            var pixels = SceneJobUtility.CalculateGenerateTexture(sceneInfo, calType, minRange, maxRange, generateLayerMask, NoneColor, HitColor, GenerateColor);

            tex.SetPixels32(pixels);
            tex.Apply();

            return(tex);
        }
コード例 #3
0
        public static Texture2D GetTextureWithoutJob(SceneRaycastInfo sceneInfo, CalculateType calType, int range = -1,
                                                     int generateLayerMask = -1)
        {
            var width  = sceneInfo.Width;
            var height = sceneInfo.Height;
            var tex    = new Texture2D(width, height, TextureFormat.RGBA32, false, true);
            var pixels = new Color32[width * height];

            var outsideColor = calType == CalculateType.Inside ? HitColor : GenerateColor;
            var insideColor  = calType == CalculateType.Inside ? GenerateColor : HitColor;

            // 这里的计算可以放进job
            for (int i = 0; i < width; i++)
            {
                for (int j = 0; j < height; j++)
                {
                    var     topHit = sceneInfo.GetTopHit(i, j);
                    Color32 color;
                    if (!sceneInfo.IsValidHit(topHit))
                    {
                        color = NoneColor;
                    }
                    else
                    {
                        color = outsideColor;
                        var isInside = sceneInfo.IsContainsLayer(topHit, generateLayerMask);

                        if (isInside)
                        {
                            color = insideColor;
                        }

                        if (range >= 0)
                        {
                            var isGenerate = false;
                            if ((calType == CalculateType.Inside && isInside) ||
                                (calType == CalculateType.Outside && !isInside))
                            {
                                var checkRange = range + 1;
                                var left       = Mathf.Max(0, i - checkRange);
                                var right      = Mathf.Min(width, i + checkRange);
                                var top        = Mathf.Max(0, j - checkRange);
                                var down       = Mathf.Min(height, j + checkRange);

                                // 检查四周
                                for (int k = left; k < right; k++)
                                {
                                    for (int l = top; l < down; l++)
                                    {
                                        if (k == i && j == l)
                                        {
                                            continue;
                                        }

                                        var offset = new Vector2(k - i, l - j);
                                        if (offset.magnitude > checkRange)
                                        {
                                            continue;
                                        }

                                        var checkTopHit = sceneInfo.GetTopHit(k, l);
                                        if (sceneInfo.IsValidHit(checkTopHit))
                                        {
                                            var checkIsInside =
                                                sceneInfo.IsContainsLayer(checkTopHit, generateLayerMask);

                                            if (isInside != checkIsInside)
                                            {
                                                isGenerate = true;
                                            }
                                        }
                                    }
                                }
                            }

                            if (isGenerate)
                            {
                                color = GenerateColor;
                            }
                            else
                            {
                                color = HitColor;
                            }
                        }
                    }

                    pixels[i + j * width] = color;
                }
            }

            tex.SetPixels32(pixels);
            tex.Apply();

            return(tex);
        }