Exemplo n.º 1
0
 public void Release()
 {
     lock (m_Lock)
     {
         if (m_MaskTexture != null)
         {
             m_MaskTexture.Release();
         }
         m_MaskTexture = null;
         m_MapData     = null;
         m_SortAngle   = null;
         if (m_Queue != null)
         {
             m_Queue.Clear();
         }
         if (m_RayCastQueue != null)
         {
             m_RayCastQueue.Clear();
         }
         if (m_Arrives != null)
         {
             m_Arrives.Clear();
         }
         m_Queue         = null;
         m_RayCastQueue  = null;
         m_Arrives       = null;
         m_FOVCalculator = null;
     }
     m_Lock = null;
 }
Exemplo n.º 2
0
 public void Release()
 {
     lock (m_Lock)
     {
         if (m_MaskTexture != null)
         {
             m_MaskTexture.Release();
         }
         m_MaskTexture = null;
         m_MapData     = null;
         m_CalculaterBase.Release();
         m_CalculaterBase = null;
         m_FOVCalculator  = null;
     }
     m_Lock = null;
 }
Exemplo n.º 3
0
        public FOWMap(Vector3 begionPosition, float xSize, float zSize, int texWidth, int texHeight, float heightRange)
        {
            m_FOVCalculator = new WaitCallback(this.CalculateFOV);

            m_MapData     = new byte[texWidth, texHeight];
            m_MaskTexture = new FOWMaskTexture(texWidth, texHeight);

            m_DeltaX        = xSize / texWidth;
            m_DeltaZ        = zSize / texHeight;
            m_BeginPosition = begionPosition;
            m_TexWidth      = texWidth;
            m_TexHdight     = texHeight;

            GenerateMapData(heightRange);

            m_Lock = new object();
        }
Exemplo n.º 4
0
        // private object m_Lock;

        public FOWMap(FogOfWarEffect.FogMaskType fogMaskType, Vector3 begionPosition, float xSize, float zSize, int texWidth, int texHeight, float heightRange)
        {
            // m_FOVCalculator = new WaitCallback(this.CalculateFOV);

            //m_MapData = new FOWMapData(texWidth, texHeight);//new byte[texWidth, texHeight];
            m_MaskTexture = new FOWMaskTexture(texWidth, texHeight);

            m_DeltaX        = xSize / texWidth;
            m_DeltaZ        = zSize / texHeight;
            m_InvDeltaX     = 1.0f / m_DeltaX;
            m_InvDeltaZ     = 1.0f / m_DeltaZ;
            m_BeginPosition = begionPosition;
            m_TexWidth      = texWidth;
            m_TexHdight     = texHeight;

            m_CalculaterBase = CreateCalculator(fogMaskType);

            //GenerateMapData(heightRange);

            // m_Lock = new object();
        }