Пример #1
0
        private void SpreadInPos(int x, int y, int z, Chunk chunk, int curLightLevel)
        {
            //光照强度小于等于1时不再传播
            if (curLightLevel < 2)
            {
                return;
            }
            Block b = chunk.GetBlock(x, y, z, true);
            BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(b.BlockType);
            int lightDamp = calculator.LightDamp(b.ExtendId);

            if (lightDamp < WorldConfig.Instance.maxLightLevel)
            {
                int lightLevel = chunk.GetBlockLight(x, y, z);

                int nextLightLevel = curLightLevel - lightDamp - 1;
                if (nextLightLevel > lightLevel)
                {
                    int curBlockLightLevel = calculator.LightLevel(b.ExtendId);
                    if (curBlockLightLevel > nextLightLevel)
                    {
                        nextLightLevel = curBlockLightLevel;
                    }
                    SetLight(chunk, x, y, z, nextLightLevel);
                }
            }
        }
Пример #2
0
        private List <Chunk> GetBlockLightChangeChunks(Chunk chunk, int x, int y, int z, Block b, List <Chunk> list)
        {
            BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(b.BlockType);
            int curBlockLightLevel = calculator.LightLevel(b.ExtendId);
            int blockLightLevel    = chunk.GetBlockLight(x, y, z, true);

            if (curBlockLightLevel > blockLightLevel)
            {
                int             index = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y;
                LightSpreadNode node  = NodeCache.Instance.GetSpreadNode(index, curBlockLightLevel, chunk);
                _blockLightSpread.AddSpreadNode(node);
                chunk.SetBlockLight(x, y, z, curBlockLightLevel, true);
            }
            else if (curBlockLightLevel < blockLightLevel)
            {
                int             index = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y;
                LightShrinkNode node  = NodeCache.Instance.GetShrinkNode(index, blockLightLevel, curBlockLightLevel, chunk);
                _blockLightShrink.AddShrinkNode(node);
                chunk.SetBlockLight(x, y, z, curBlockLightLevel, true);
            }
            List <Chunk> spreadList = _blockLightSpread.SpreadInChunk(chunk);
            List <Chunk> shrinkList = _blockLightShrink.ShrinkInChunk(chunk);

            for (int i = 0; i < spreadList.Count; i++)
            {
                if (!list.Contains(spreadList[i]))
                {
                    list.Add(spreadList[i]);
                }
            }
            for (int i = 0; i < shrinkList.Count; i++)
            {
                if (!list.Contains(shrinkList[i]))
                {
                    list.Add(shrinkList[i]);
                }
            }
            return(list);
        }