public override void Process(Random randomStream, Tile tile)
        {
            var propTable = Props.Clone();

            GetPropCountDelegate getCountDelegate;

            if (!GetCountMethods.TryGetValue(CountMode, out getCountDelegate))
            {
                throw new NotImplementedException("LocalPropSet count mode \"" + CountMode + "\" is not yet implemented");
            }

            int count = getCountDelegate(this, randomStream, tile);
            List <GameObject> toKeep = new List <GameObject>(count);

            for (int i = 0; i < count; i++)
            {
                var chosenEntry = propTable.GetRandom(randomStream, tile.Placement.IsOnMainPath, tile.Placement.NormalizedDepth, null, true, true);

                if (chosenEntry != null && chosenEntry.Value != null)
                {
                    toKeep.Add(chosenEntry.Value);
                }
            }

            foreach (var prop in Props.Weights)
            {
                if (!toKeep.Contains(prop.Value))
                {
                    UnityUtil.Destroy(prop.Value);
                }
            }
        }
Пример #2
0
        public override void Process(System.Random randomStream, Tile tile)
        {
            var propTable = Props.Clone();

            int count = PropCount.GetRandom(randomStream);

            count = Mathf.Clamp(count, 0, Props.Weights.Count);

            List <GameObject> toKeep = new List <GameObject>(count);

            for (int i = 0; i < count; i++)
            {
                var chosenEntry = propTable.GetRandom(randomStream, tile.Placement.IsOnMainPath, tile.Placement.NormalizedDepth, null, true, true);

                if (chosenEntry != null && chosenEntry.Value != null)
                {
                    toKeep.Add(chosenEntry.Value);
                }
            }

            foreach (var prop in Props.Weights)
            {
                if (!toKeep.Contains(prop.Value))
                {
                    UnityUtil.Destroy(prop.Value);
                }
            }
        }