Пример #1
0
        internal void FinalizeLoad()
        {
            // set layer recursively for all game objects
            //	this.gameObject.SetLayerRecursive( this.gameObject.layer );

            _timer  = new Stopwatch();
            _leaves = RootDivision.ToList();
        }
Пример #2
0
        internal void AddMapObjectsToDivisions()
        {
            var enumerable = m_insts.Values.Cast <MapObject> ();

            if (m_cars != null)
            {
                enumerable = enumerable.Concat(m_cars);
            }

            RootDivision.AddRange(enumerable);
        }
Пример #3
0
        internal void CreateStaticGeometry()
        {
            if (RootDivision == null)
            {
                RootDivision = Division.Create(transform);
                RootDivision.SetBounds(
                    new Vector2(-3000f, -3000f),
                    new Vector2(+3000f, +3000f));
            }

            var placements = Item.GetPlacements <Instance>(CellIds.ToArray());

            m_insts = new Dictionary <Instance, StaticGeometry> (48 * 1024);
            foreach (var plcm in placements)
            {
                m_insts.Add(plcm, StaticGeometry.Create());
            }
            //m_insts = placements.ToDictionary(x => x, x => StaticGeometry.Create());

            UnityEngine.Debug.Log("Num static geometries " + m_insts.Count);

            totalNumObjects = m_insts.Count;
        }