/// <summary> /// LOADER THREAD /// loads the sprites of a given sector to the faceSprites Dictionary /// </summary> /// <param name="sectorID"></param> public static void loadSprites(int sectorID) { int totalStatics = 0; //Just for info int totalStaticsSingle = 0; //Just for info UOReader.FacetSector fs = UOFacetManager.getSector(sectorID); for (int x = 0; x < fs.tiles.Length; ++x) { for (int y = 0; y < fs.tiles[x].Length; ++y) { if (fs.tiles[x][y].staticsCount <= 0) { continue; } for (int i = 0; i < fs.tiles[x][y].statics.Length; ++i) { facetStatic_t st = fs.tiles[x][y].statics[i]; if (!facetSprites.ContainsKey(st.graphic)) { facetSprites.Add(st.graphic, new UOStatic(st.graphic)); totalStaticsSingle++; } totalStatics++; } } } UOConsole.Debug("LOADER: instanced {0} statics, based on {1} uniques.", totalStatics, totalStaticsSingle); return; }
/// <summary> /// MAIN THREAD /// This function loads a sector and puts the resulting terrain mesh into a GameObject /// </summary> /// <param name="sectorID"></param> /// <returns></returns> public static GameObject buildTerrain(int sectorID) { GameObject terrain = new GameObject("terrain" + sectorID); MeshFilter mf = (MeshFilter)terrain.AddComponent(typeof(MeshFilter)); MeshRenderer mr = (MeshRenderer)terrain.AddComponent(typeof(MeshRenderer)); //MeshCollider mc = (MeshCollider)terrain.AddComponent(typeof(MeshCollider)); //Load a facet sector UOReader.FacetSector sec = UOFacetManager.getSector(sectorID); //Set the data to a mesh Mesh mesh = new Mesh(); UOFacetManager.facetSectorMesh m = UOFacetManager.buildTerrainMesh(sec); //Copy values from the specific class.... i tried using directly a mesh but didn't worked.. mesh.vertices = m.vertices; mesh.triangles = m.triangles; mesh.normals = m.normals; mesh.uv = m.uvs; int i = 0; mesh.subMeshCount = m.subMeshes.Values.Count; UOConsole.Fatal("terrain: {0} subMeshes", mesh.subMeshCount); foreach (uint k in m.subMeshes.Keys) { //UOConsole.Fatal(string.Format("idx {0} texture {1} count: {2}", i, k, m.subMeshes[k].Count)); mesh.SetTriangles(m.subMeshes[k].ToArray(), i++); } mf.mesh = mesh; mr.materials = m.materials.ToArray(); float sq = Mathf.Sqrt(2.0f); terrain.transform.Rotate(0, 0, -45.0f); terrain.transform.localScale *= 1 / sq; terrain.transform.localScale /= 1.6525f; //Moving from 100pixel based to 64pixel based return(terrain); }
/// <summary> /// MAIN THREAD /// load the already cached sprites into GameObjects. /// This function ignores not-yet loaded sprites. /// </summary> public void loadObjects(Position p) { UOReader.FacetSector fs = UOFacetManager.getSector(sectorID); int worldY = (fs.sectorID % 64) * 64; int worldX = (fs.sectorID / 64) * 64; //Check if the block does not exit yet if (statics[fs.sectorID] == null) { statics[fs.sectorID] = new GameObject(fs.sectorID.ToString() + " statics"); statics[fs.sectorID].transform.parent = theMap.transform; terrains[fs.sectorID] = buildTerrain(fs.sectorID); terrains[fs.sectorID].transform.parent = theMap.transform; } bool needsAnotherRun = false; //Wheter the SectorLoader thread has not finished yet. for (int x = 0; x < fs.tiles.Length; ++x) { for (int y = 0; y < fs.tiles[x].Length; ++y) { if (Mathf.Abs(worldX + x - p.x) > UPDATE_RANGE || Mathf.Abs(worldY + y - p.y) > UPDATE_RANGE) { needsAnotherRun = true; continue; } if (fs.tiles[x][y].staticsCount <= 0) { continue; } if (goArray[x, y] == null) { goArray[x, y] = new GameObject[fs.tiles[x][y].statics.Length]; } for (int i = 0; i < fs.tiles[x][y].statics.Length; ++i) { facetStatic_t st = fs.tiles[x][y].statics[i]; if (facetSprites.ContainsKey(st.graphic)) { if (goArray[x, y][i] == null) { UOStatic si = facetSprites[st.graphic] as UOStatic; if (si == null) { facetSprites.Remove(st.graphic); UOConsole.Fatal("UPDATE: Removing {0} cause it's null", st.graphic); } goArray[x, y][i] = si.getDrawItem(x, y, st.z, worldX, worldY); goArray[x, y][i].transform.parent = statics[fs.sectorID].transform; } //Else we already have the tile loaded! } else { //We need another run needsAnotherRun = true; } } //End statics } //End y } //End x if (!needsAnotherRun) { fullLoaded = true; UOConsole.Debug("UPDATE: Finished loading {0}", sectorID); } return; }