Пример #1
0
        public void SetBlockType(string type)
        {
            var newtype = BlockTypeDatabase.GetBlockType(type);

            if (newtype != null)
            {
                selectedBlocktype = newtype;
            }
        }
Пример #2
0
 public void Start()
 {
     if (world == null)
     {
         world = FindObjectOfType <World>();
     }
     if (builder == null)
     {
         builder = FindObjectOfType <Builder>();
     }
     if (console == null)
     {
         console = FindObjectOfType <DebugConsole>();
     }
     selectedBlocktype = BlockTypeDatabase.GetBlockType("Stone");
     selectedPosition  = new Vector3Int(0, 0, 0);
     selectedDirection = new Vector3Int(0, 0, 0);
 }
Пример #3
0
        public static void AddBlockFaceData(Chunk c, Vector3Int block_pos, ref MeshData data)
        {
            //if (c.GetBlock(block_pos).Id == 0) return;
            BlockType blocktype = BlockTypeDatabase.GetBlockType(c.GetBlock(block_pos).Id);

            if (!blocktype.Solid)
            {
                return;
            }
            foreach (Direction dir in DirectionUtils.Directions)
            {
                Vector3Int neighbour_pos = block_pos + DirectionUtils.CastToVector3Int(dir);
                if (!BlockTypeDatabase.GetBlockType(c.GetBlock(neighbour_pos).Id).Solid) //if the neigboring block is NOT solid, then we need to update the meshdata to show our cube faces
                {
                    switch (dir)
                    {
                    case Direction.north:
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y - 0.5f, block_pos.z + 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y + 0.5f, block_pos.z + 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y + 0.5f, block_pos.z + 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y - 0.5f, block_pos.z + 0.5f));

                        AddQuadTriangleIndices(ref data);
                        AddQuadTextureCoordinates(blocktype.TextureSet.GetTexture(), ref data);
                        break;

                    case Direction.east:
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y - 0.5f, block_pos.z - 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y + 0.5f, block_pos.z - 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y + 0.5f, block_pos.z + 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y - 0.5f, block_pos.z + 0.5f));

                        AddQuadTriangleIndices(ref data);
                        AddQuadTextureCoordinates(blocktype.TextureSet.GetTexture(), ref data);
                        break;

                    case Direction.south:
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y - 0.5f, block_pos.z - 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y + 0.5f, block_pos.z - 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y + 0.5f, block_pos.z - 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y - 0.5f, block_pos.z - 0.5f));

                        AddQuadTriangleIndices(ref data);
                        AddQuadTextureCoordinates(blocktype.TextureSet.GetTexture(), ref data);
                        break;

                    case Direction.west:
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y - 0.5f, block_pos.z + 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y + 0.5f, block_pos.z + 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y + 0.5f, block_pos.z - 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y - 0.5f, block_pos.z - 0.5f));

                        AddQuadTriangleIndices(ref data);
                        AddQuadTextureCoordinates(blocktype.TextureSet.GetTexture(), ref data);
                        break;

                    case Direction.up:
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y + 0.5f, block_pos.z + 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y + 0.5f, block_pos.z + 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y + 0.5f, block_pos.z - 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y + 0.5f, block_pos.z - 0.5f));

                        AddQuadTriangleIndices(ref data);
                        AddQuadTextureCoordinates(blocktype.TextureSet.GetTexture(), ref data);
                        break;

                    case Direction.down:
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y - 0.5f, block_pos.z - 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y - 0.5f, block_pos.z - 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x + 0.5f, block_pos.y - 0.5f, block_pos.z + 0.5f));
                        data.vertices.Add(new Vector3(block_pos.x - 0.5f, block_pos.y - 0.5f, block_pos.z + 0.5f));

                        AddQuadTriangleIndices(ref data);
                        AddQuadTextureCoordinates(blocktype.TextureSet.GetTexture(), ref data);
                        break;
                    }
                }
            }
        }
Пример #4
0
 private void Awake()
 {
     BlockTypeDatabase.LoadBlockTypes();
 }