Пример #1
0
 public void Dispose()
 {
     Albedo?.Dispose();
     NormalMap?.Dispose();
     HeightMap?.Dispose();
     Occlusion?.Dispose();
 }
Пример #2
0
        /// <summary>
        /// Dispose resources
        /// </summary>
        public void Dispose()
        {
            if (Mesh != null)
            {
                Mesh.Dispose();
            }
            Mesh = null;

            if (SpecularMap != null)
            {
                SpecularMap.Dispose();
            }
            SpecularMap = null;

            if (HeightMap != null)
            {
                HeightMap.Dispose();
            }
            HeightMap = null;

            if (BumpMap != null)
            {
                BumpMap.Dispose();
            }
            BumpMap = null;

            if (DiffuseMap != null)
            {
                DiffuseMap.Dispose();
            }
            DiffuseMap = null;
        }
Пример #3
0
        public void CanReadHeightValues()
        {
            GameObject obj = new GameObject();
            HeightMap  map = obj.AddComponent <HeightMap>();

            map.size = Vector3Int.one;
            map.Initialize();

            ushort max = ushort.MaxValue;

            Assert.AreEqual(0, map.Read(0, 0));
            Assert.AreEqual(max, map.Read(1, 1));

            map.Dispose();
        }
Пример #4
0
        public void CanRefreshTheHeightMap()
        {
            GameObject          obj    = new GameObject();
            HeightMap           map    = obj.AddComponent <HeightMap>();
            NativeArray <byte>  voxels = new NativeArray <byte>(1, Allocator.Persistent);
            NativeArray <Block> blocks = new NativeArray <Block>(1, Allocator.Persistent);

            map.voxels = voxels;
            map.blocks = blocks;
            map.size   = Vector3Int.one;
            map.Initialize();

            JobHandle handle = map.Refresh();

            Assert.AreEqual(false, handle.IsCompleted);

            handle.Complete();
            Assert.AreEqual(true, handle.IsCompleted);

            voxels.Dispose();
            blocks.Dispose();
            map.Dispose();
        }