예제 #1
0
        /// <summary>
        /// Spawns the player inside. Be carefull, the name of the cell is not the same for each languages.
        /// Use it with the correct name.
        /// </summary>
        /// <param name="playerPrefab">The player prefab.</param>
        /// <param name="interiorCellName">The name of the desired cell.</param>
        /// <param name="position">The target position of the player.</param>
        public void SpawnPlayerInside(GameObject playerPrefab, string interiorCellName, Vector3 position)
        {
            _currentCell = _data.FindInteriorCellRecord(interiorCellName);
            Debug.Assert(_currentCell != null);
            CreatePlayer(playerPrefab, position, out _playerCameraObj);
            var cellInfo = _cellManager.StartCreatingInteriorCell(interiorCellName);

            _temporalLoadBalancer.WaitForTask(cellInfo.objectsCreationCoroutine);
            OnInteriorCell(_currentCell);
        }
예제 #2
0
        private static void SpawnPlayer(GameObject playerPrefab, Vector3Int gridId, Vector3 position)
        {
            _currentCell = Data.FindCellRecord(gridId);
            Utils.Assert(_currentCell != null);
            CreatePlayer(playerPrefab, position, out _playerCameraObj);
            var cellInfo = CellManager.StartCreatingCell(gridId);

            LoadBalancer.WaitForTask(cellInfo.ObjectsCreationCoroutine);
        }
예제 #3
0
        /// <summary>
        /// Spawns the player inside using the cell's grid coordinates.
        /// </summary>
        /// <param name="playerPrefab">The player prefab.</param>
        /// <param name="position">The target position of the player.</param>
        public void SpawnPlayer(GameObject playerPrefab, Vector3 position)
        {
            var cellId = CellManager.GetCellId(position, _currentWorld);

            _currentCell = Data.FindCellRecord(cellId);
            Debug.Assert(_currentCell != null);
            CreatePlayer(playerPrefab, position, out _playerCameraObj);
            var cellInfo = CellManager.StartCreatingCell(cellId);

            LoadBalancer.WaitForTask(cellInfo.ObjectsCreationCoroutine);
            if (cellId.z != -1)
            {
                OnExteriorCell(_currentCell);
            }
            else
            {
                OnInteriorCell(_currentCell);
            }
        }
예제 #4
0
        public void UpdateCells(Vector3 currentPosition, int world, bool immediate = false, int cellRadiusOverride = -1)
        {
            var cameraCellId = GetCellId(currentPosition, world);

            var cellRadius = cellRadiusOverride >= 0 ? cellRadiusOverride : _cellRadius;
            var minCellX   = cameraCellId.x - cellRadius;
            var maxCellX   = cameraCellId.x + cellRadius;
            var minCellY   = cameraCellId.y - cellRadius;
            var maxCellY   = cameraCellId.y + cellRadius;

            // Destroy out of range cells.
            var outOfRangeCellIds = new List <Vector3Int>();

            foreach (var x in _cellObjects)
            {
                if (x.Key.x < minCellX || x.Key.x > maxCellX || x.Key.y < minCellY || x.Key.y > maxCellY)
                {
                    outOfRangeCellIds.Add(x.Key);
                }
            }
            foreach (var cellId in outOfRangeCellIds)
            {
                DestroyCell(cellId);
            }

            // Create new cells.
            for (var r = 0; r <= cellRadius; r++)
            {
                for (var x = minCellX; x <= maxCellX; x++)
                {
                    for (var y = minCellY; y <= maxCellY; y++)
                    {
                        var cellId        = new Vector3Int(x, y, world);
                        var cellXDistance = Mathf.Abs(cameraCellId.x - cellId.x);
                        var cellYDistance = Mathf.Abs(cameraCellId.y - cellId.y);
                        var cellDistance  = Mathf.Max(cellXDistance, cellYDistance);
                        if (cellDistance == r && !_cellObjects.ContainsKey(cellId))
                        {
                            var cellInfo = StartCreatingCell(cellId);
                            if (cellInfo != null && immediate)
                            {
                                _loadBalancer.WaitForTask(cellInfo.ObjectsCreationCoroutine);
                            }
                        }
                    }
                }
            }

            // Update LODs.
            foreach (var x in _cellObjects)
            {
                var cellIndices   = x.Key;
                var cellInfo      = x.Value;
                var cellXDistance = Mathf.Abs(cameraCellId.x - cellIndices.x);
                var cellYDistance = Mathf.Abs(cameraCellId.y - cellIndices.y);
                var cellDistance  = Mathf.Max(cellXDistance, cellYDistance);
                if (cellDistance <= _detailRadius)
                {
                    if (!cellInfo.ObjectsContainerGameObject.activeSelf)
                    {
                        cellInfo.ObjectsContainerGameObject.SetActive(true);
                    }
                }
                else
                {
                    if (cellInfo.ObjectsContainerGameObject.activeSelf)
                    {
                        cellInfo.ObjectsContainerGameObject.SetActive(false);
                    }
                }
            }
        }