internal void FinalizeLoad() { // set layer recursively for all game objects // this.gameObject.SetLayerRecursive( this.gameObject.layer ); _timer = new Stopwatch(); _leaves = RootDivision.ToList(); }
internal void AddMapObjectsToDivisions() { var enumerable = m_insts.Values.Cast <MapObject> (); if (m_cars != null) { enumerable = enumerable.Concat(m_cars); } RootDivision.AddRange(enumerable); }
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; }