// Start is called before the first frame update public void Awake() { data = new BlockEncyclopediaECS(Blocks.blockCount, BlocklikeObject.objectCount); // Loads all blocks for (int i = 0; i < Blocks.blockCount; i++) { blocks[i] = Blocks.Block(i); BlockEncyclopediaECS.blockTransparent[i] = blocks[i].transparent; BlockEncyclopediaECS.blockLiquid[i] = blocks[i].liquid; BlockEncyclopediaECS.blockLoad[i] = blocks[i].hasLoadEvent; BlockEncyclopediaECS.blockInvisible[i] = blocks[i].invisible; BlockEncyclopediaECS.blockMaterial[i] = blocks[i].materialIndex; BlockEncyclopediaECS.blockTiles[i] = new int3(blocks[i].tileTop, blocks[i].tileBottom, blocks[i].tileSide); BlockEncyclopediaECS.blockWashable[i] = blocks[i].washable; } // Loads all object meshes for (int i = 0; i < BlocklikeObject.objectCount; i++) { objects[i] = BlocklikeObject.Create(i); BlockEncyclopediaECS.objectTransparent[i] = objects[i].transparent; BlockEncyclopediaECS.objectLiquid[i] = objects[i].liquid; BlockEncyclopediaECS.objectLoad[i] = objects[i].hasLoadEvent; BlockEncyclopediaECS.objectInvisible[i] = objects[i].invisible; BlockEncyclopediaECS.objectMaterial[i] = objects[i].materialIndex; BlockEncyclopediaECS.objectScaling[i] = objects[i].scaling; BlockEncyclopediaECS.objectNeedRotation[i] = objects[i].needsRotation; BlockEncyclopediaECS.objectWashable[i] = objects[i].washable; } }
// Start is called before the first frame update public void Awake() { // Loads all blocks for (int i = 0; i < Blocks.blockCount; i++) { blocks[i] = Blocks.Block(i); BlockEncyclopediaECS.blockHP[i] = blocks[i].maxHP; BlockEncyclopediaECS.blockSolid[i] = blocks[i].solid; BlockEncyclopediaECS.blockTransparent[i] = blocks[i].transparent; BlockEncyclopediaECS.blockSeamless[i] = blocks[i].seamless; BlockEncyclopediaECS.blockLoad[i] = blocks[i].hasLoadEvent; BlockEncyclopediaECS.blockInvisible[i] = blocks[i].invisible; BlockEncyclopediaECS.blockMaterial[i] = blocks[i].shaderIndex; BlockEncyclopediaECS.blockTiles[i] = new int3(blocks[i].tileTop, blocks[i].tileBottom, blocks[i].tileSide); BlockEncyclopediaECS.blockWashable[i] = blocks[i].washable; BlockEncyclopediaECS.blockAffectLight[i] = blocks[i].affectLight; BlockEncyclopediaECS.blockLuminosity[i] = blocks[i].luminosity; BlockEncyclopediaECS.blockDrawTopRegardless[i] = blocks[i].drawTopRegardless; } // Loads all object meshes for (int i = 0; i < BlocklikeObject.objectCount; i++) { objects[i] = BlocklikeObject.Create(i, isClient); BlockEncyclopediaECS.objectHP[i] = objects[i].maxHP; BlockEncyclopediaECS.objectSolid[i] = objects[i].solid; BlockEncyclopediaECS.objectTransparent[i] = objects[i].transparent; BlockEncyclopediaECS.objectSeamless[i] = objects[i].seamless; BlockEncyclopediaECS.objectLoad[i] = objects[i].hasLoadEvent; BlockEncyclopediaECS.objectInvisible[i] = objects[i].invisible; BlockEncyclopediaECS.objectMaterial[i] = objects[i].shaderIndex; BlockEncyclopediaECS.objectScaling[i] = objects[i].scaling; BlockEncyclopediaECS.objectNeedRotation[i] = objects[i].needsRotation; BlockEncyclopediaECS.objectWashable[i] = objects[i].washable; BlockEncyclopediaECS.objectAffectLight[i] = objects[i].affectLight; BlockEncyclopediaECS.objectLuminosity[i] = objects[i].luminosity; } }